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Dissertations / Theses on the topic 'Patterns for computer-mediated interaction'

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1

Jerding, Dean Frederick. "Visualizing interaction patterns in program executions." Diss., Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/9223.

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Credle, Gayna Stevens. "Student interaction patterns in electronic conference systems." Access restricted to users with UT Austin EID Full text (PDF) from UMI/Dissertation Abstracts International, 2001. http://wwwlib.umi.com/cr/utexas/fullcit?p3036586.

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Kutay, Cat Computer Science &amp Engineering Faculty of Engineering UNSW. "Implementation patterns for supporting learning and group interactions." Awarded by:University of New South Wales. Computer Science and Engineering, 2006. http://handle.unsw.edu.au/1959.4/24356.

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This thesis covers research on group learning by using a computer as the medium. The computer software provides the basic blending of the students??? contributions augmented by the effects generated for the specific learning domain by a system of agents to guide the process of the students??? learning. The research is based on the approach that the computer as a medium is not an end point of the interaction. The development of agents in based on Human- Computer-Human interaction or HCH. HCH is about removing the idea that the role of the computer is that of an intelligent agent and reducing its role to that of a mixer, with the ability to insert adaptive electronic (software) components that add extra effects and depth to the product of the human-human interactions. For the computer to achieve this support, it must be able to analyse the input from the individuals and the group as a whole. Experiments have been conducted on groups working face to face, and then on groups using software developed for the research. Patterns of interaction and learning have been extracted from the logs and files of these group sessions. Also a pattern language has been developed by which to describe these patterns, so that the agent support needed to analyse and respond appropriately to each pattern can be developed. The research has led to the derivation of a structure that encompasses all the types of support required, and provides the format for implementing each type of support. The main difficulty in this work is the limited ability of computers to analyse human thoughts through their actions. However progress is made in analysing the level of approach by students to a range of learning concepts. The research identified the separate patterns that contribute to learning agents development and form a language of learning processes, and the agents derived from these patterns could in future be linked into a multi-agent system to support learning.
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Chase, Chelsea. "Using Design Patterns in User Interface Design." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1342463458.

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Cowley, Niel Lester Orr. "An investigation into the use of guidelines and patterns in the interaction design process." Thesis, Nelson Mandela Metropolitan University, 2009. http://hdl.handle.net/10948/1062.

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Design guidelines are used in interaction design (IxD) for physical design and for evaluating the usability of designs and interactive products. Guidelines are widely used for physical design and evaluation, but have a number of problems. IxD patterns have been proposed as an alternative to guidelines, as they are claimed to have several advantages over guidelines. A small number of empirical studies provide evidence that patterns are beneficial when used in IxD. Additional research on the usefulness of IxD patterns is required. The primary research question investigated in this thesis was thus: How useful are IxD patterns as physical design and evaluation aids in IxD, as compared to design guidelines? The role of guidelines and patterns as design and evaluation aids in IxD was investigated and a comparison of guidelines and patterns, based on a set of guideline and pattern properties, was conducted. The concept of pattern and guideline usefulness was explored and a research agenda for guidelines and patterns was identified, together with a set of research questions for an empirical study. The empirical study of the use of patterns for evaluation, redesign and new design, as compared to guidelines, was conducted at the Nelson Mandela Metropolitan University in 2004. The participants were a purposive sample of post-graduate Computing students, who were regarded as novice interaction designers. Two equivalent groups were formed, one that used patterns and one that used guidelines. Patterns were found to be as useful as guidelines when used as evaluation aids. Guidelines and patterns were identified as effective tools for identifying and explaining usability issues and design features. Best-effort matched sets of guidelines and patterns produced substantially different result sets when used to identify issues and features, with fairly low overlap. A substantial evaluator effect was observed for the use of guidelines and patterns for evaluation, and the results obtained were similar to those obtained by Molich et al. in their Comparative Usability Evaluation (CUE) studies. There was no statistically significant difference between the effectiveness of guidelines and patterns for evaluation. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for evaluation. Guidelines and patterns were found to be used in similar ways for evaluation. Patterns were found to be more effective than guidelines for redesign. Patterns were found to be as useful as guidelines when used for new design. There was no statistically significant difference between the effectiveness of guidelines and patterns for new design. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for redesign and new design. Guidelines and patterns were found to be used in similar ways for design. There was no statistically significant difference between the perceived usefulness of the format, content, ease of learning, and usefulness as personal and shared design languages, of guidelines and patterns. Both participant groups were equally agreeable to using guidelines and patterns in the future. The perceived usefulness of pattern collections was found to depend on the usability of the collection interface and the content quality of the patterns. The results of the empirical study thus provided empirical evidence that patterns were as useful as guidelines for evaluation and new design, and were perceived as positively as guidelines were. Patterns were found to be superior to guidelines for redesign. Patterns can therefore be used with a measure of confidence as early stage design aids for physical design and evaluation in the future. In addition to these findings, a number of opportunities for further research were identified.
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Seidel, Niels. "Interaction Design Patterns und CSCL-Scripts für Videolernumgebungen." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-233756.

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In den letzten Jahren haben Lernvideos im Bereich des informellen und formellen Lernens an Bedeutung gewonnen. Inwieweit Lernende bei der Nutzung von Videos unterstützt werden und Lehrende didaktische Szenarien umsetzen können, hängt jedoch von der eingesetzten Videolernumgebung ab. Es ist Anliegen der vorliegende Arbeit, Prinzipien des User Interface Designs sowie Komponenten und Mechanismen videobasierter Lehr-Lern-Szenarien in Bezug auf Videolernumgebungen zu identifizieren, zu beschreiben und technisch zu realisieren. Das Ziel besteht darin, Gestaltungsprinzipien in Form von Interaction Design Patterns zu erarbeiten und computergestützte videobasierte Lehr-Lern-Szenarien mit Hilfe von CSCL-Scripts durch eine geeignete Spezifikation und Formalisierung zu realisieren. Für die Erarbeitung der Interaction Design Patterns wurden 121 Videolernumgebungen hinsichtlich 50 Kategorien in einer Inhaltsanalyse empirisch untersucht und dokumentiert. Unter Berücksichtigung ähnlicher Patterns aus thematisch verwandten Pattern Languages und den Erfahrungen aus der Implementierung und dem Einsatz von Videolernumgebungen entstanden 45 Interaction Design Patterns für verbreitete Lösungen für wiederkehrende Probleme bei der Gestaltung und Entwicklung von Videolernumgebungen. Diese Patterns wurden auf Pattern Konferenzen diskutiert und im Anschluss evaluiert sowie bei der Konzeption, Entwicklung und Bewertung mehrerer Videolernumgebungen angewendet. Zudem wurde das Software Framework VI-TWO vorgestellt, mit dem sich fast alle Patterns auf einfache Weise in Web-Anwendungen realisieren lassen. Zur Spezifikation videobasierter CSCL-Scripts wurden existierende videobasierte und nicht videobasierte Scripts analysiert. Im Ergebnis unterschieden sich videobasierte CSCL-Scripts von allgemeinen CSCL-Scripts vor allem hinsichtlich der mit dem Video verknüpften oder darin verankerten Aufgaben und Aktivitäten. Videos werden dabei nicht als monolithische Einheiten, sondern als zeitkontinuierliche Medien betrachtet, in denen weitere Informationen zeitgenau verankert und Lernaktivitäten stattfinden können. Außerdem ließen sich drei Typen videobasierter CSCL-Scripts identifizieren: (1) Scripts zur Analyse und Diskussion von Videoinhalten, (2) Peer Annotation Scripts einschließlich dem Peer Assessment und (3) Jigsaw-Scripts, die das problembasierte Lernen mit Hilfe von Videos ermöglichen. Unabhängig davon variiert die Komplexität der Scripts auf drei Stufen: (1) sofern voneinander abgegrenzte zeitliche Phasen von Lernaktivitäten bestehen, (2) wenn darüber hinaus die Teilnehmer innerhalb von Gruppen Aufgaben bearbeiten (intra-group) und (3) falls außerdem Aufgaben auch gruppenübergreifend bearbeitet werden (inter-group). Auf Grundlage der Spezifikation konnte ein Datenmodell und ein Modell für die nutzerseitige Modellierung von Scripts verschiedener Komplexitätsstufen sowie Typen entwickelt und in dem CSCL-System VI-LAB realisiert werden. Diese Arbeit leistet in zweifacher Hinsicht einen Beitrag zur Forschung im Bereich E-Learning. Zum einen beschreiben die Interaction Design Patterns wiederkehrende User Interface Lösungen und stellen somit ein Hilfsmittel für Designer, Software Entwickler und Lehrende bei der Gestaltung und Implementierung von Videolernumgebungen dar. Zum anderen wurden durch die Spezifikation und softwareseitige Umsetzung videobasierter CSCL-Scripts Voraussetzungen geschaffen, die den praktischen Einsatz und die weitere Untersuchung des kollaborativen Lernens mit Videos ermöglichen.
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Elizalde, Edith. "The role of help resources in users' solution patterns comparison of methods /." To access this resource online via ProQuest Dissertations and Theses @ UTEP, 2008. http://0-proquest.umi.com.lib.utep.edu/login?COPT=REJTPTU0YmImSU5UPTAmVkVSPTI=&clientId=2515.

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Neem, Laahanen William. "Dark Patterns in Swedish Ecommerce Websites." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300396.

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Dark patterns are a type of user experience technique and persuasive design where, with the help of knowledge about human behavior, a design has been created that enables users or customers to make disadvantageous decisions that you would not otherwise have made. One of the areas in which dark patterns have come to be used is ecommerce websites. This study aims to find out what type of dark patterns are used on Swedish shopping websites, how often they occur, and to gain an understanding of how people who work in the industry view the phenomenon. To do this, a taxonomy based on previous work in dark patterns has been developed. This taxonomy was used to manually analyze 96 of the largest Swedish e-commerce websites. The results showed that Hidden Costs, Low Stock Messages, Misdirections and Activity Messages were the most frequently occurring dark patterns on these websites. The interviews also showed that people working in the ecommerce industry are aware that dark patterns are used. However, they do not see it as a big problem that e-commerce websites try to influence the customer to make certain decisions as long as they do not directly use false information. With this report, we contribute insights into how, and to what extent, dark patterns are used in Swedish shopping websites and therefore also raise the awareness of coercive design and its effects.<br>Dark patterns är en typ av användarupplevelse och konverterande design där man med hjälp av psykologi och kunskap inom mänskligt beteende skapat en design som möjliggör att du tar ogynnsamma beslut som du annars inte hade tagit. Ett av de områden som dark patterns har kommit att användas på är e-handelshemsidor. Denna studie syftar till att ta reda på vilken typ av dark patterns som används på svenska shoppinghemsidor, hur ofta de förekommer, samt få en förståelse för hur människor som jobbar inom branschen ser på fenomenet. För att göra detta har en taxonomi baserat på tidigare arbeten inom dark patterns tagits fram. Denna taxonomi har sedan fått utgöra grunden för den manuella undersökning av de 96 största svenska e-handelshemsidorna som gjorts. Resultatet visade på att Hidden Costs, Low Stock Messages, Misdirections, och Activity Messages var de allra mest frekvent förekommande dark patterns på dessa hemsidor. Intervjuerna visade även på att folk inom branschen är medvetna om att dark patterns används och ser det inte som något stort problem att man på e-handelshemsidor försöker påverka kunden till att ta särskilda beslut, så länge man inte direkt använder sig av falska uppgifter. Med denna rapport bidrar vi med insikter hur dark patterns används inom Sverige på e-handelshemsidor och därmed också för att öka medvetenheten om tvingande design och effekterna av den.
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Adekile, Olusegun. "Object-oriented software development effort prediction using design patterns from object interaction analysis." [College Station, Tex. : Texas A&M University, 2008. http://hdl.handle.net/1969.1/ETD-TAMU-2329.

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Jan, Asim. "Deep learning based facial expression recognition and its applications." Thesis, Brunel University, 2017. http://bura.brunel.ac.uk/handle/2438/15944.

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Facial expression recognition (FER) is a research area that consists of classifying the human emotions through the expressions on their face. It can be used in applications such as biometric security, intelligent human-computer interaction, robotics, and clinical medicine for autism, depression, pain and mental health problems. This dissertation investigates the advanced technologies for facial expression analysis and develops the artificial intelligent systems for practical applications. The first part of this work applies geometric and texture domain feature extractors along with various machine learning techniques to improve FER. Advanced 2D and 3D facial processing techniques such as Edge Oriented Histograms (EOH) and Facial Mesh Distances (FMD) are then fused together using a framework designed to investigate their individual and combined domain performances. Following these tests, the face is then broken down into facial parts using advanced facial alignment and localising techniques. Deep learning in the form of Convolutional Neural Networks (CNNs) is also explored also FER. A novel approach is used for the deep network architecture design, to learn the facial parts jointly, showing an improvement over using the whole face. Joint Bayesian is also adapted in the form of metric learning, to work with deep feature representations of the facial parts. This provides a further improvement over using the deep network alone. Dynamic emotion content is explored as a solution to provide richer information than still images. The motion occurring across the content is initially captured using the Motion History Histogram descriptor (MHH) and is critically evaluated. Based on this observation, several improvements are proposed through extensions such as Average Spatial Pooling Multi-scale Motion History Histogram (ASMMHH). This extension adds two modifications, first is to view the content in different spatial dimensions through spatial pooling; influenced by the structure of CNNs. The other modification is to capture motion at different speeds. Combined, they have provided better performance over MHH, and other popular techniques like Local Binary Patterns - Three Orthogonal Planes (LBP-TOP). Finally, the dynamic emotion content is observed in the feature space, with sequences of images represented as sequences of extracted features. A novel technique called Facial Dynamic History Histogram (FDHH) is developed to capture patterns of variations within the sequence of features; an approach not seen before. FDHH is applied in an end to end framework for applications in Depression analysis and evaluating the induced emotions through a large set of video clips from various movies. With the combination of deep learning techniques and FDHH, state-of-the-art results are achieved for Depression analysis.
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Smith, Duane. "Social interaction patterns in classrooms where computers were used extensively : a case study in a predominantly Inuit school /." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0029/MQ62427.pdf.

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Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.
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Frauenberger, Chris. "Auditory display design : an investigation of a design pattern approach." Thesis, Queen Mary, University of London, 2009. http://qmro.qmul.ac.uk/xmlui/handle/123456789/7685.

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This thesis investigates the design of audio for feedback in human-technology interaction— auditory displays. Despite promising progress in research and the potential benefits, we currently see little impact of audio in everyday interfaces. Changing interaction paradigms, new contexts of use and inclusive design principles, however, increase the need for an efficient, non-visual means of conveying information. Motivated by these needs, this work describes the development and evaluation of a methodological design framework, aiming to enhance knowledge and skill transfer in auditory display design and to enable designers to build more efficient and compelling auditory solutions. The work starts by investigating the current practice in designing audio in the user interface. A survey amongst practitioners and researchers in the field and a literature study of research papers highlighted the need for a structured design approach. Building on these results, paco – pattern design in the context space has been developed, a framework providing methods to capture, apply and refine design knowledge through design patterns. A key element of paco, the context space, serves as the organising principle for patterns, artefacts and design problems and supports designers in conceptualising the design space. The evaluation of paco is the first comparative study of a design methodology in this area. Experts in auditory display design and novice designers participated in a series of experiments to determine the usefulness of the framework. The evaluation demonstrated that paco facilitates the transfer of design knowledge and skill between experts and novices as well as promoting reflection and recording of design rationale. Alongside these principle achievements, important insights have been gained about the design process which lay the foundations for future research into this subject area. This work contributes to the field of auditory display as it reflects on the current practice and proposes a means of supporting designers to communicate, reason about and build on each other’s work more efficiently. The broader field of human-computer interaction may also benefit from the availability of design guidance for exploiting the auditory modality to answer the challenges of future interaction design. Finally, with paco a generic methodology in the field of design patterns was proposed, potentially similarly beneficial to other designing disciplines.
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Lee, John Ray. "Conversations with an intelligent agent-- modeling and integrating patterns in communications among humans and agents." Diss., University of Iowa, 2006. http://ir.uiowa.edu/etd/61.

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Byrne, Pat. "Hurling together with technology : appropriation of the mobile phone in the everyday life of an Irish community group." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/30990.

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This thesis examines how a new media technology becomes entrenched into the fabric of society – in particular how the mobile phone was incorporated into the existing communications landscape of a local voluntary community group: an Irish sports club. In the past, face-to-face interaction formed the basis of all social relations and strong local collectives were seen to provide a positive and supportive social environment, generating strong social capital. Today’s mediated communication enables the ‘networked individual’ who can choose when, where and with whom they share their lives. This has implications for the persistence and strength of local associations. Writers like Putnam (2000) have expressed concerns about the attenuation of local communities. However, others propose that communications technologies can provide new additional ways for individuals to link with each other in a ‘glocalised’ society (Hampton and Wellman, 2003) and this has the potential to overcome some of the limitations of the communicators not being in the same physical space. This thesis critically examines the applicability of these partly competing theses in the period in which mobile telephony became widely embedded in Irish society. Through 21 detailed interviews and a survey of 57 players, administrators and supporters, the study examines the choices made by club members in adopting and using the mobile phone. It further explores the changes they have made in their communication patterns and considers the implications of these for the cohesion and persistence of the community group as an entity and also the social capital it engenders. The study draws upon existing theories of human-technology interaction, in particular the Social Shaping of Technology perspective (Williams and Edge, 1996), to examine how club members weave their phone use into their everyday practices. Silverstone and Haddon’s (1996) Domestication approach, with its steps of appropriation, objectification and incorporation provide the detailed framework in mapping out this process. The study findings reveal that community members have all adopted the mobile phone and are heavy users of both text and voice calls. Membership of the sports club has eased the adoption process by providing examples of the artefact in use and a supporting environment when problems arise. Although use is now universal and intensive, there was a differential appropriation of the phone, with male club members being the first purchasers and females often being brought into the circle of users through a gifted or handed-down model. Users have devised strategies to manage their multiple overlapping sets of social relationship. They report that their use of technology has enabled a widening of their social circle while also bringing it closer, literally at the touch of a button. Contrary to the expectations of those analysts and policymakers who have foreseen technology causing local engagement to diminish, the clubs in my study have endured and are thriving; the social capital of their members is still strong and growing. This informs a critical reappraisal of such theories of community attenuation and the policies they have engendered.
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Zhang, Minlu. "Discovery and Analysis of Patterns in Molecular Networks: Link Prediction, Network Analysis, and Applications to Novel Drug Target Discovery." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1330024618.

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Amino, Robert. "Topographic building pattern recognition with geospatial OpenStreetMap data." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231795.

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This paper aims to explore the perceptual recognition of topographical building patterns from real-world OpenStreetMap data on virtual globes. An implementation was developed in which all geographical and contextual information was layered and, for the purpose of this study, what solely remained were building patterns as viewed from above. This was developed as a module for the planetarium visualization software Uniview. The aim was to determine how cities with different building patterns were perceived by participants in terms of size, scale, and building density. This was measured as the comparative difference between city pairs, that is, how much they differed in the percentage of the area that they covered. Two quantitative studies were conducted, one smaller controlled study with 19 participants and one larger online crowd-sourced study with 72 participants. The results show that participants are generally able to discern building patterns when the comparative difference is greater than a certain critical threshold. This critical threshold was determined to be at approximately 0.5% for both studies and for accuracy levels above 60%. Thus it was concluded that below this critical threshold users should be provided with visual feedback or other means of identifiers in order to allow for definite recognition, depending on what kind of information a certain type of visualization is trying to convey.<br>Den här rapporten avser att utforska den perpetuella igenkänningen av topografiska byggnadsmönster genom att använda geografisk data från OpenStreetMap som avbildas på virtuella sfärer. En implementation utvecklades där geografisk data samt kontextuell information ordnades i överlappande lager som filtrerades, och där endast byggnadsmönster sett från ovan kvarstod. Denna modul utvecklades för Uniview som är en mjukvara för visualisering i planetarier. Målet var att avgöra hur deltagare uppfattade städer med olika byggnadsmönster med hänsyn till storlek, skala, samt byggnadsdensitet. Detta mättes genom den procentuella skillnaden mellan städer, dvs. skillnaden i procent för varje stads geografiska utsträckning. Två kvantitativa studier utfördes, en mindre kontrollerad studie med 19 deltagare samt en större nätbaserad studie med 72 deltagare. Resultatet visar att deltagare generellt kunde bedöma den procentuella skillnaden i byggnadsmönster upp till en viss kritisk gräns. Denna kritiska gräns fastställdes till runt 0.5% för båda studier och för noggrannhetsnivåer över 60%. Slutsatsen från detta är att användare bör ges visuella indikatorer för nivåer under denna kritiska gräns för att säkerställa definitiv igenkänning beroende på vilken information som skall förmedlas i en viss typ av visualisering.
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Wagenius, Carolina, and Magdalena Zetterström. "Köp nu, betala senare : En explorativ studie om beteendedesign och hur användare väljer betalmetod i e-handeln." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104911.

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Skuldsättningen kopplad till konsumtion ökar i det svenska samhället, vilket gått hand i hand med e-handelns framväxt och faktura som populär betalmetod. Betallösningar som tillhandahåller faktura och delbetalning som betalmetoder åt e-handlare har i och med det fått kritik av media och ny lagstiftning mot viss typ av beteendedesign i betallösningarnas tjänster har även införts. Trots samhällsdebatten har det saknats forskning på hur kunder väljer betalmetod och deras upplevelser av påverkan från beteendedesign inom betallösningarna. Denna studie har därför haft som syfte att ge inledande insikter och kunskap om detta. Kvalitativa metoder har använts tillsammans med teori om beteendedesign och hur människor fattar beslut. Specifikt har teorin bestått av Theory of Planned Behaviour och tre typer av beteendedesign - persuasive design, digital nudging och dark patterns. En utvärdering av betallösningarna Klarna och Qliro genomfördes med syfte att identifiera beteendedesign i deras tjänster. Därefter genomfördes intervjuer med användare för att förstå deras beslutsprocess vid val av betalmetod och hur beteendedesign kan tänkas påverka dem i denna kontext. Resultaten visade att informanterna hade ett invant beteende vid val av betalmetod när de genomför köp online. Oavsett om den föredragna betalmetoden var kortbetalning eller faktura verkar valet främst baseras på upplevd kontroll. Hur enkel och trygg betalmetoden känns är de främsta faktorerna som påverkar valet. Beteendedesign tycktes inte ha en direkt påverkan på valet av betalmetod för användarna i denna studie, troligen på grund av att de vanor och attityder som användarna redan har är så pass välgrundade. Om beteendedesign haft en inverkan på hur dessa vanor och attityder har formats från början kan däremot inte resultaten från studien ge svar på.<br>The amount of debt connected to consumption is increasing in the Swedish society. This increase has coincided with the emergence of e-commerce and invoice as a popular payment method. Payment solutions that provides invoice and installment as payment methods for e-commerce sites has because of this received criticism by media and a new legislation against a certain type of behavioral design in payment solutions has been introduced. Despite the public debate there is a lack of research about how users choose payment method and their experiences about the impact that behavioral design has within this context. The aim of this study was to provide initial insights and knowledge about this topic. Qualitative methods were used together with theory about behavioral design and human decision making. Specifically, Theory of Planned Behavior and three types of behavioral design – persuasive design, digital nudging and dark patterns. An evaluation of the two payment solutions Klarna and Qliro, was carried out to identify behavioral design in their services. This was followed by interviews with users to get an understanding about their decision process when choosing payment method and how behavioral design impact this process. The results showed that the users in this study had a habitual behavioral when it comes to choosing payment method when shopping online. Regardless if the preferred method is invoice or card payment it seems as if the choice is mainly based on perceived control. How easy and safe the payment method feels are the main factors that impacts the choice. Behavioral design does not seem to have a direct impact on the choice of payment method for the users in this study, probably because the habits and attitudes that they already have are well-grounded. However, if behavioral design had an impact in forming the habits and attitudes from the start is something the result from this study cannot answer.
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Agle, Mark. "Computer Mediated Communication: Interaction and Interactivity." unrestricted, 2006. http://etd.gsu.edu/theses/available/etd-07262006-175409/.

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Thesis (M.A.)--Georgia State University, 2006.<br>Title from title screen. Merrill Morris, committee chair; Jaye Atkinson, Ted Friedman, committee members. Electronic text (111 p. : iil. (some col.)) : digital, PDF file. Description based on contents viewed Apr. 24, 2007. Includes bibliographical references (p. 96-101).
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Walther, Joseph Bart. "Relational communication in computer-mediated interaction." Diss., The University of Arizona, 1990. http://hdl.handle.net/10150/185294.

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This study involved an experiment of the effects of time and communication channel--computer conferencing versus face-to-face meetings--on impression development, message personalization, and relational communication in groups. Prior research on the relational aspects of computer-mediated communication has suggested strong depersonalizing effects of the medium due to the absence of nonverbal cues. Past research is criticized for failing to incorporate temporal and developmental perspectives on information processing and relational development. In this study data were collected from, and observations made of 96 subjects assigned to computer conferencing or traditional zero-history groups of three, who completed three tasks over several weeks' time. Results showed that computer-mediated groups increased in several relational dimensions to more positive levels, and that these subsequent levels approximated those of face-to-face groups. Boundaries on the predominant theories of computer-mediated communication are recommended, and future research is suggested.
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Hedenskog, Jens. "Exploring Game Design Pitfalls through patterns : Experiences when making our first game." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1618.

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The purpose of this report is to analyze what went wrong with the adventure game project called Fairytale, I started together with 4 of my fellow university students at Gotland University, spring 2007. My ambition with this report is to enlighten problems in game design that arose during the game development process in order to prevent others from making the same mistakes. The problems are analyzed according to game design patterns defined by Björk, S. and Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts. Jenifer Niles. The game was exhibited to the public at Gotland Game Awards 2007, Leipzig Game Developers Conference 2007, Tekniska Museet 2007, Almedalsveckan 2008 and Gotland Game Awards 2008. The results of the report show that redesigning already finished game features means a lot of troubles in relation to its dependency on other game elements. The key abilities of the main character were vaguely defined since the beginning of the project which caused problems with earlier designed levels whenever a new item was introduced. The terrain of the prior levels didn’t match the abilities of the new items, which forced changes to be made. The biggest mistake with this project was that finished game elements never were considered final. My role in the project was the solo game programmer and co-designer. I shared the designing tasks together with Annika Fogelgren who also was the producer of our team. Albertina Sparrhult, Emma Johansson and Marie Viberg were our core graphic artists. Together, we created the Fairytale game.
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Brossard, Arnaud. "PERCOMOM : une méthode de modélisation des applications interactives personnalisées appliquée à l'information voyageur dans le domaine des transports collectifs." Phd thesis, Université de Valenciennes et du Hainaut-Cambresis, 2008. http://tel.archives-ouvertes.fr/tel-00363256.

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Cette thèse propose une première version d'une méthode de modélisation des applications interactives personnalisées à travers une approche dirigée par les modèles. Cette méthode, appelée PERCOMOM (PERsonalization and COnceptual MOdeling Method), vise à permettre la création d'applications interactives de type WIMP (Windows, Icons, Mouse and Pointing device) par des experts métier ; chaque expert métier prenant en charge, à travers une ontologie de domaine et des modèles adaptés principalement basés sur la notation BPMN pour les modèles d'interaction, la modélisation d'une partie de l'application en fonction de son expertise propre. <br />PERCOMOM propose aussi, au niveau de la modélisation conceptuelle, des solutions pour prendre en compte les problématiques liées à la personnalisation des contenus dans les applications interactives ; que ce soit pour les problématiques liées au contexte, à l'utilisateur ou alors au type de données manipulées.<br />Enfin, à travers l'utilisation d'une architecture spécifique s'appuyant sur une approche de type MDA (Model Driven Architecture), PERCOMOM permet d'envisager une génération semi-automatique des applications à partir des modèles conceptuels et ceci pour des plateformes techniques différentes.<br />Notre contribution PERCOMOM a été appliquée pour le développement de systèmes d'information personnalisés dans le domaine de l'information voyageur.
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Azad, Minoo. "A proto-pattern language for human-computer interaction." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0025/MQ52376.pdf.

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May, Richard A. "Toward directly mediated interaction in computer supported environments /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/10684.

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Methawut, Elena. "The effect of computer mediated communication to communication patterns." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2644.

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Computer mediated communication (CMC) fundamentally influences the function of communication. It influences the organization's management and administration, but it most affects the dynamics of middle and lower level employees. The most simplistic model is that of an electronic office in which its employees need to know and understand the role of CMC. The purpose of this study is to investigate the performance and satisfaction of co-workers who use CMC to communicate within their organization, and to check employees' performance when using CMC.
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Lartillot-Nakamura, Olivier. "Fondements d'un système d'analyse musicale computationnelle suivant une modélisation cognitiviste de l'écoute." Phd thesis, Université Pierre et Marie Curie - Paris VI, 2004. http://tel.archives-ouvertes.fr/tel-00006909.

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Cette thèse développe une méthode informatique de recherche automatique de motifs musicaux, qui consiste en une détection de répétitions de successions d'identités, exprimées suivant une variétés de paramètres musicaux. Sur la séquence de notes se construit un réseau de motifs, subsumés à des classes motiviques, lesquelles forment une structure arborescente. Au sein de ces deux réseaux peuvent être tissées des relations de spécificité, qui rendent compte en particulier des inclusions entre motifs, et qui permettent une minimisation des deux réseaux, par annihilation des structures directement déductibles d'autres structures plus détaillées. Cette minimisation permet de remplacer la notion de segmentation musicale au profit du concept de groupement optimal superposable. Un mécanisme de rebouclage des classes permet une maîtrise de la combinatoire des structures répétées. La démarche informatique rend ainsi possible une explicitation et une radicalisation des procédures de découverte.
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Glauert, T. H. "Presentation issues for interactive computer graphics." Thesis, University of Cambridge, 1985. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.373663.

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Gustafsson, Elin, and Madeleine Stenqvist. "Köpflöde inom e-handel : En empirisk studie om hur användarupplevelse kan resultera i högre kundtillfredsställelse inom e-handel." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96603.

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I takt med att samhället digitaliseras och webbaserade företag allt mer inser vikten av användarvänlighet söker människor bekvämligheter och högre krav på den digitala upplevelsen. Syftet med studien var att utveckla kunskap om och förståelse för hur faktorer inom användarupplevelse kan påverka köpintentionen i ett köpflöde, och huruvida detta kan resultera i ökad kundtillfredsställelse inom e-handel. Vidare var syftet att empiriskt påvisa hur gränssnittsmönster kan gynna en köpintention och därmed skapa en ökad kundtillfredsställelse. I tillägg till att införskaffa den mer substantiella kunskapen om detta område hade studien även som syfte att ta fram ett gränssnitt som gjorde det möjligt att påvisa resultatet av studien. För att besvara frågeställningen utfördes en kvalitativ och en kvantitativ undersökning med två urvalsgrupper. Utöver datainsamling utfördes även en litteraturstudie vars syfte var att presentera relevant forskning inom området. Teorin IS Success model användes i studien, där de sex faktorerna som mäter prestandan för informationssystem har använts och analyserats. Där påvisades att informationskvalitet, systemkvalitet och servicekvalitet påverkar användarintentionen, användningen samt kundtillfredsställelsen. Detta i sin tur påverkar systemets nytta vilket återigen påverkar kundtillfredsställelsen samt om upplevelsen är positiv eller negativ. Om webbplatsen erbjuder kvalitet i form av ovan nämnda variabler kan det resultera i ett upplevt flöde vilket i sin tur resulterar i tillfredsställelse. God systemnytta och användarupplevelse kan då bidra till att en användare upplever ett flöde vilket i sin tur kan resultera i en köpintention. Resultatet av studien visar på att ett optimerat köpflöde kan åstadkommas genom att ta fram gränssnittsmönster som är baserade på användaren samt deras behov och önskemål i den aktuella kontexten. För att uppnå ett upplevt flöde på en e-handel krävs att användaren inte avbryts i sin koncentration, som orsakas av att gränssnittet inte är tydligt för användaren. Detta i sin tur är en direkt påverkan på köpintentionen. Studien resulterade i ett gränssnitt som kunde påvisa en mätbar ökning av kundtillfredsställelse, vilket besvarade frågeställningen.<br>As society is becoming more digitalized and web-based, companies increasingly understand the importance of user-friendliness. From a user’s perspective they are looking for amenities and have higher expectations with their digital experience. The purpose of this study was to develop knowledge and understanding of how factors in user experience can influence the purchase intention within a purchase flow, and whether this can result in increased customer satisfaction in e-commerce. Furthermore, the purpose was to empirically demonstrate how interface designs can favor a purchase intention and thus create increased customer satisfaction. In addition to acquiring the more substantial knowledge about this area, the study also aimed to develop an interface that made it possible to demonstrate the results of the study.   To answer the research question, a qualitative and a quantitative survey was conducted with two sample groups. In addition to data collection, a literature study was also conducted with the aim of presenting relevant research within the area. The IS Success model theory has been used in the study where the six factors that measure the performance of information systems have been used and analyzed. It was shown that information quality, system quality, and service quality affect user’s objectives and customer satisfaction. This, in turn, affects the benefits of the system, which affects customer satisfaction and whether the experience is positive or negative. If the site offers quality in the form of the aforementioned variables, then it can result in a perceived flow which in turn leads to a satisfactory experience. Good system utility and user experience can contribute to the user experiencing a flow which may result in a purchase intention. The results of the study showed that an optimized purchase flow can be achieved by developing user-based interface patterns as well as their needs and desires in the current context.   To achieve a perceived flow in an e-commerce, the user must not be interrupted to help maintain their concentration, which is disrupted if the interface is not clear to the user. This in turn has a direct impact on the purchase intention. The study resulted in an interface that proves a measurable increase in customer satisfaction, which ultimately answered the hypothesis.
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Hoser, Bettina. "Analysis of asymmetric communication patterns in computer mediated communication environments." Karlsruhe : Univ.-Verl, 2005. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=013164338&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

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Roberts, Lynne D. "Social interaction in virtual environments." Thesis, Curtin University, 2001. http://hdl.handle.net/20.500.11937/322.

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The rapid growth of the internet over the past decade has provided increasing opportunities for individuals to engage in computer-mediated social interaction in virtual environments. Despite this rapid growth there has been limited research into the way people use the Internet, and the effect Internet use has on their lives (Kraut, 1996). The overall aim in the research presented in this thesis was to explore how characteristics of the individual interact with characteristics of computer-mediated communication to enable socio-emotional communication and behaviour in social text-based virtual environments. Three studies are presented. Studies One and Two are qualitative studies of social interaction in two text-based, synchronous ('real time') virtual environments: MOOs (Multi User Dimensions, Object Oriented) and Internet Relay' Chat (IRC). Grounded Theory (Glaser & Strauss, 1967) methodology was used to develop formal theories of social interaction within these environments. Stage models of virtual environment use were developed that described changes in social interaction over time. In MOOs, changes in social interaction over time reflected the process of coming to terms with what was initially viewed by users as an alternative reality. In IRC the central feature of social interaction that emerged was the perceived ease of communication. This was attributed to the effortlessness of meeting a wide range of potential communication partners in a social context where the communication itself was simplified to text only communication. The hypotheses developed from the qualitative research in Studies One and Two were tested in Study Three. This was a longitudinal study of new Internet users that examined the bi-directional effects of personality characteristics and computer-mediated communication on behaviour. Personality measures were poor predictors of time spent in both specific types of virtual environments and on-line in general. Based on the usage patterns across the three studies a decision pathway for the use of virtual environments was developed. A key finding across the studies was the potential for virtual environments to enhance psychological well-being for individuals who experience social discomfort in off-line settings. Limitations of the research were discussed and suggestions made for future research.
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Drugge, Mikael. "Wearable computer interaction issues in mediated human to human communication." Licentiate thesis, Luleå : Luleå Univ. of Technology, 2004. http://epubl.luth.se/1402-1757/2004/42.

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Resner, Benjamin Ishak 1967. "Rover@Home : computer mediated remote interaction between humans and dogs." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/62357.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.<br>Includes bibliographical references (p. 104-109).<br>In this thesis we create a method to allow dogs and humans to interact over the Internet. In particular, we generalize an established dog training technique known as "clicker-training" such that the remote and co-located interactions are reported by dog owners to be similar. In the process of creating this computer-mediated interaction, we learn what it means to design an interface for a creature with very different sensory modalities than humans. Dogs are not "furry humans" but entirely different creatures with very different perceptual, motor, and cognitive systems than humans. This work is significant because by systematically applying HCI design principles to non-humans, we include animals in the HCI community. This creates an opportunity for the evaluation of the generality of much HCI literature, as well as increasing the sources from which we can draw inspiration.<br>Benjamin Ishak Resner.<br>S.M.
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Jain, Pawan. "Building learning communities facilitating interaction in computer mediated online courses /." Laramie, Wyo. : University of Wyoming, 2008. http://proquest.umi.com/pqdweb?did=1799869821&sid=1&Fmt=2&clientId=18949&RQT=309&VName=PQD.

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Khadrah, S. "NNS/NNS interaction during task-based synchronous computer-mediated communication." Thesis, University of Manchester, 2007. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.508026.

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Leiva, Torres Luis Alberto. "Diverse Contributions to Implicit Human-Computer Interaction." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/17803.

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Cuando las personas interactúan con los ordenadores, hay mucha información que no se proporciona a propósito. Mediante el estudio de estas interacciones implícitas es posible entender qué características de la interfaz de usuario son beneficiosas (o no), derivando así en implicaciones para el diseño de futuros sistemas interactivos. La principal ventaja de aprovechar datos implícitos del usuario en aplicaciones informáticas es que cualquier interacción con el sistema puede contribuir a mejorar su utilidad. Además, dichos datos eliminan el coste de tener que interrumpir al usuario para que envíe información explícitamente sobre un tema que en principio no tiene por qué guardar relación con la intención de utilizar el sistema. Por el contrario, en ocasiones las interacciones implícitas no proporcionan datos claros y concretos. Por ello, hay que prestar especial atención a la manera de gestionar esta fuente de información. El propósito de esta investigación es doble: 1) aplicar una nueva visión tanto al diseño como al desarrollo de aplicaciones que puedan reaccionar consecuentemente a las interacciones implícitas del usuario, y 2) proporcionar una serie de metodologías para la evaluación de dichos sistemas interactivos. Cinco escenarios sirven para ilustrar la viabilidad y la adecuación del marco de trabajo de la tesis. Resultados empíricos con usuarios reales demuestran que aprovechar la interacción implícita es un medio tanto adecuado como conveniente para mejorar de múltiples maneras los sistemas interactivos.<br>Leiva Torres, LA. (2012). Diverse Contributions to Implicit Human-Computer Interaction [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/17803<br>Palancia
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Borchers, Jan. "A pattern approach to interaction design /." Chichester [u.a.] : Wiley, 2001. http://www.loc.gov/catdir/bios/wiley045/00054570.html.

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Zhang, Zhuoming. "Improving mediated touch interaction with multimodality." Electronic Thesis or Diss., Institut polytechnique de Paris, 2022. http://www.theses.fr/2022IPPAT017.

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Comme l’un des plus importants canaux de communication non verbale, le toucher est largement utilisé à des fins différentes. Dans le développement physique et psychologique humain le toucher participe à la construction des liens sociaux et à la communication des émotions. Cependant, même si les technologies de l'information et de la communication actuels permettent l’utilisation de divers langages non verbaux, le soutien à la communication par le sens du toucher est encore insuffisant. Inspiré par les interactions intermodales dans la perception humaine, l’approche que j'adopte dans cette thèse est d’utiliser la multimodalité pour améliorer l’interaction tactile médiée. Suivant cette approche, je présente trois dispositifs qui fournissent des contributions empiriques à l’interaction tactile multimodaux : VisualTouch, SansTouch, et In-Flat. Afin de comprendre si les stimuli multimodaux peuvent améliorer la perception émotionnelle du toucher, je développe VisualTouch, et j'évalue quantitativement l’interaction entre la modalité visuelle et tactile. Pour étudier l’utilisation de différentes modalités dans la communication tactile, je présente SansTouch et fournis des aperçus empiriques sur l’interaction multimodale et la génération de contact cutané dans le contexte de la communication en face à face. Enfin, pour aller plus loin dans l’utilisation de stimuli multimodaux en interaction tactile, je présente In-Flat, une superposition tactile entrée/sortie pour smartphones. In-Flat fournit non seulement des informations supplémentaires sur la génération du toucher de la peau, mais aussi une meilleure compréhension du rôle que joue le toucher médié dans des contextes plus généraux. En résumé, cette thèse vise à combler le fossé entre la communication tactile et l’IHM, en contribuant à la conception et la compréhension des stimuli multimodaux dans l’interaction tactile médiée<br>As one of the most important non-verbal communication channels, touch is widely used for different purposes. It is a powerful force in human physical and psychological development, shaping social structures as well as communicating emotions. However, even though current information and communication technology (ICT) systems enable the use of various non-verbal languages, the support of communicating through the sense of touch is still insufficient. Inspired by the cross-modal interaction of human perception, the approach I present in this dissertation is to use multimodality to improve mediated touch interaction. Following this approach, I present three devices that provide empirical contributions to multimodal touch interaction: VisualTouch, SansTouch, and In-Flat. To understand if multimodal stimuli can improve the emotional perception of touch, I present the VisualTouch device, and quantitatively evaluate the cross-modal interaction between the visual and tactile modality. To investigate the use of different modalities in real touch communication, I present the SansTouch device, which provides empirical insights on multimodal interaction and skin-like touch generation in the context of face-to-face communication. Going one step forward in the use of multimodal stimuli in touch interaction, I present the In-Flat device, an input/output touch overlay for smartphones. In-Flat not only provides further insights on the skin-like touch generation, but also a better understanding of the role that mediated touch plays in more general contexts. In summary, this dissertation strives to bridge the gap between touch communication and HCI, by contributing to the design and understanding of multimodal stimuli in mediated touch interaction
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Lockhart, Adam. "A Pattern Oriented Data Structure for Interactive Computer Music." Thesis, University of North Texas, 2011. https://digital.library.unt.edu/ark:/67531/metadc68002/.

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This essay describes a pattern oriented data structure, or PODS, as a system for storing computer music data. It organizes input by sequences or patterns that recur, while extensively interlinking the data. The interlinking process emulates cognitive models, while the pattern processing draws specifically from music cognition. The project aims at creating open source external objects for the Max/MSP software environment. The computer code for this project is in the C and Objective-C computer programming languages.
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Burge, Jamika D. "Communication of Emotion in Mediated and Technology-Mediated Contexts: Face-to-Face, Telephone, and Instant Messaging." Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/28010.

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This dissertation work considers communication between people. I look at coordinating dyads (couples in relationships) and people in working relationships to develop an understanding of how people engage in high-stakes, or emotional communication via various communicative media. The approach for this research is to observe and measure peopleâ s behavior during interaction and subsequent reporting of that behavior and associated internal experiences. Qualitative and quantitative methods are employed. Quantitative data are analyzed using a range of statistical analyses, including correlations matrices, ANOVAs, and multivariate statistics. Two controlled laboratory experiments were conducted for this research. These experiments involved couples in relationships. Couples were brought into the lab and argued with each other across one of three technological media: face-to-face, telephone, and instant messaging (IM). In one set of couplesâ experiments, the couples argued for twenty minutes; in the subsequent couplesâ experiment, couples were encouraged to take as much time as they needed for their arguments. One of the main results from the first experiment is that couples did, indeed, argue when brought into a laboratory setting. One of the important findings for the second experiment is that time did not affect couplesâ tendency to reach closure during their arguments. This research is a contribution in that it examines how people engage in highly emotional communication using various technological media. In a society with ever-increasing communication needs that require technology, it becomes necessary to study its communicative affordances. Understanding the context of highly emotional interactions between members of couples gives insight into how technology meets (or fails to meet) these communication needs.<br>Ph. D.
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Uddfolk, Sofia, and Rebecca Eriksson. "Är du uppmärksam? : Hur mörka designmönster kan användas för att påverkahandlingar med gott syfte." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22536.

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Corona pandemin fortsätter in i 2021 och den svenska kollektivtrafiken fortsätter att ta resenärer till sina destinationer. Den svenska strategin för hantering av pandemin har varit attl åta individerna själva ansvara för att hålla nere smittspridningen genom social distansering, och om möjligt jobba hemifrån med färre kollektiva resor (Ludvigsson 2020). Genom att individer själva ansvarar för att hålla smittan nere är det individen själv som ansvarar för sina val i kollektivtrafiken. Ett digitalt verktyg som Västtrafik kan användas som lösning för att nå ut till resenärer för att påverka deras resval och bidra till hantering av trängseln i Västra Götalandsregionen. När företag vill påverka sina användares handlingar subjektivt används ett strategiskt tillvägagångssätt som kallas för mörka designmönster. Det är ett sätt att manipulera en användares handlingar. Vi skribenter av den här studien är nyfikna på om mörka mönster går att implementeras för ett gott syfte och därmed påverka resenärers resvanor. Val av undersökningsmetoder till den här studien är en kvalitativ metod med 6 deltagare, 3 män och 3 kvinnor i åldrar 30 - 65 år och en litteraturgenomgång med verktyget HKR Summon. Studiens resultat visar att hantering av färg, form och kontrast uppfattas olika och kan bidra till olika användarupplevelser.<br>As the COVID-19 pandemic carries into 2021, the Swedish public transportation system continues to take its passengers to their destination. Unlike most countries, the Swedish approach to the pandemic has been to put the individual in the driver’s seat and thereby making each citizen personally responsible for keeping the spread of infection down. Eitherthrough social distancing, ordering takeaway and if possible, work from home with fewertrips on public transportation (Ludvigsson 2020). In other words, it is up to each individual tomake responsible choices when it comes to their behavior in the public space. This includesthe use of public transportation. There are several ways in which companies can influence user behavior, one of which is the use of dark patterns. This approach to design is often used by big corporations to manipulate their consumers to act in favor of the company. By the implementation of specific design features, users are manipulated to act in a way that they would not otherwise have done. Although this method is often criticized as being unfair towards the user, dark patterns are undoubtedly effective in it’s objective to create a positive outcome for the company in question. This study aims to evaluate whether a design pattern such as this can be implemented in a way in which it could have a positive impact on people’s habits traveling with public transportation. By implementing dark patterns in a digital tool such as the Västtrafik app, this method can be used to influence choices in travel that contribute to better management of congestion throughout the Västra Götaland region. Selection of survey methods for this study is a qualitative method with six participants, three men and three women aged between 30 and 65 years and a literature review with the tool HKR Summon. The results of this study show that through certain handling of color, shape and contrast is perceived differently and can be made to contribute to different user experiences.
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Robertson, Olivia Anne. "Group interaction in computer mediated communication, does gender play a role?" Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0019/MQ53406.pdf.

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42

Khan, Muhammad Sikandar Lal. "Enabling physical action in computer mediated communication : an embodied interaction approach." Licentiate thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-108569.

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43

Ruberg, Lorena Ferguson. "Student participation, interaction, and regulation in a computer-mediated communication environment." Diss., Virginia Tech, 1994. http://hdl.handle.net/10919/40137.

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Drewling, Jonas. "Exploring Nonverbal Interaction in Face-To-Face and Computer-Mediated Communication." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36669.

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This thesis aims to contribute to the field of interaction design by exploring the use of nonverbal cues in FTF communication with the aim of generating knowledge that can be used as an alternative approach for assessing and designing text-based CMC media. To achieve this goal, movement in is analysed in the nonverbal and collaborative dimensions of FTF communication. This presents the possibility to assess text-based CMC media based on a better understanding of the use of nonverbal cues and FTF communication as a standard. The assessment and design based on this concept is tested in the design phase. This process provides a platform for discussion and evaluation of an alternative approach for designing text-based CMC media with a focus on interaction between communicators.
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45

Borkowska, Katarzyna. "The consumption of hegemonic masculinity : understanding gender patterns through computer-mediated communication." Thesis, University of Glasgow, 2013. http://theses.gla.ac.uk/4661/.

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This project focused upon exploring elements of hegemonic masculinity which participants have consumed (or otherwise) in a context of Facebook profiles in order to create their social self-expression. At the same time this study recognised the consumption of ideological aspects that underpin participants’ personal understandings of manhood. The first phase of the research focused upon content analysis of eighty-nine Facebook profiles (Chapters 7-9). The aim was to capture masculine traits that participants symbolically consume and conceptualise in their social environment on a daily bases. The second phase of the research used an analysis of thirty-one open-ended questionnaires (Chapter 10). It explored the consumption of personal experiences of being a man which were also compared with participants’ social self-presentation. Both parts of the research aimed to obtain a complex view on contemporary masculinities in order to understand why some aspects of hegemonic masculinity are consumed and valued on a daily bases while others are discarded by participants. In short, gender identity was a main focus of this research. Masculine identities were shown to be underpinned by social, cultural and media messages as well as individual reflexivity. This thesis argues that looking at the concept of masculinity through the new lens of symbolic consumption allows both the identification of people’s self-expression in a social context and the hearing of individual voices and the experiences of men. This approach captures the multiplicity of masculinities and contributes to challenging the hegemonic facets of gender.
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46

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

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Computer-mediated collaboration is an important feature of modern organisational and educational settings. Despite its ever increasing popularity, it is still commonly compared unfavourably with face-to-face collaboration because non-verbal and paralinguistic cues are minimal. Although research on face-to-face group collaboration is well documented, less is known about computer-mediated collaboration. The initial focus of this thesis was an in-depth analysis of a case study of a computer-mediated collaborative group. The case study was a large international group of volunteer researchers who collaborated on a two-year research project using asynchronous communication (email). This case study was a window on collaborative dialogue in the early 1990s (1992-94) at a time when information and communication technologies were at an early stage of development. After identifying the issues emerging from this early case study, another case study using technologies and virtual environments developed over the past decade, was designed to further understand how groups work together on a collaborative activity. The second case study was a small group of students enrolled in a unit of study at Murdoch University who collaborated on a series of nine online workshops using synchronous communication (chat room). This case study was a window on collaborative dialogue in the year 2000 when information and communication technologies had developed at a rate which few people envisioned in the early 90s. The primary aim of the research described in this thesis was to gain a better understanding of how computer-mediated collaborative communities develop and grow. In particular, the thesis addresses questions related to the developmental and leadership characteristics of collaborative groups. Internet research requires a set of assumptions relating to ontology, epistemology, human nature and methodological approach that differs from traditional research assumptions. A research framework for Internet research - Complementary Explorative Data Analysis (CEDA) - was therefore developed and applied to the two case studies. The results of the two case studies using the CEDA methodology indicate that computer-mediated collaborative groups are highly adaptive to the aim of the collaborative task to be completed, and the medium in which they collaborate. In the organisational setting, it has been found that virtual teams can devise and complete a collaborative task entirely online. It may be an advantage, but it is certainly not mandatory to have preliminary face-to-face discussions. What is more important is to ensure that time is allowed for an initial period of structuration which involves social interaction to develop a social presence and eventually cohesiveness. In the educational setting, a collaborative community increases pedagogical effectiveness. Providing collaborative projects and interdependent tasks promotes constructivist learning and a strong foundation for understanding how to collaborate in the global workplace. Again, this research has demonstrated that students can collaborate entirely online, although more pedagogical scaffolding may be required than in the organisational setting. The importance of initial social interaction to foster a sense of presence and community in a mediated environment has also been highlighted. This research also provided greater understanding of emergent leadership in computer-mediated collaborative groups. It was found that sheer volume of words does not make a leader but frequent messages with topic-related content does contribute to leadership qualities. The results described in this thesis have practical implications for managers of virtual teams and educators in e-learning.
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47

Sudweeks, Fay. "Development and leadership in computer-mediated collaborative groups." Sudweeks, Fay (2004) Development and leadership in computer-mediated collaborative groups. PhD thesis, Murdoch University, 2004. http://researchrepository.murdoch.edu.au/352/.

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Computer-mediated collaboration is an important feature of modern organisational and educational settings. Despite its ever increasing popularity, it is still commonly compared unfavourably with face-to-face collaboration because non-verbal and paralinguistic cues are minimal. Although research on face-to-face group collaboration is well documented, less is known about computer-mediated collaboration. The initial focus of this thesis was an in-depth analysis of a case study of a computer-mediated collaborative group. The case study was a large international group of volunteer researchers who collaborated on a two-year research project using asynchronous communication (email). This case study was a window on collaborative dialogue in the early 1990s (1992-94) at a time when information and communication technologies were at an early stage of development. After identifying the issues emerging from this early case study, another case study using technologies and virtual environments developed over the past decade, was designed to further understand how groups work together on a collaborative activity. The second case study was a small group of students enrolled in a unit of study at Murdoch University who collaborated on a series of nine online workshops using synchronous communication (chat room). This case study was a window on collaborative dialogue in the year 2000 when information and communication technologies had developed at a rate which few people envisioned in the early 90s. The primary aim of the research described in this thesis was to gain a better understanding of how computer-mediated collaborative communities develop and grow. In particular, the thesis addresses questions related to the developmental and leadership characteristics of collaborative groups. Internet research requires a set of assumptions relating to ontology, epistemology, human nature and methodological approach that differs from traditional research assumptions. A research framework for Internet research - Complementary Explorative Data Analysis (CEDA) - was therefore developed and applied to the two case studies. The results of the two case studies using the CEDA methodology indicate that computer-mediated collaborative groups are highly adaptive to the aim of the collaborative task to be completed, and the medium in which they collaborate. In the organisational setting, it has been found that virtual teams can devise and complete a collaborative task entirely online. It may be an advantage, but it is certainly not mandatory to have preliminary face-to-face discussions. What is more important is to ensure that time is allowed for an initial period of structuration which involves social interaction to develop a social presence and eventually cohesiveness. In the educational setting, a collaborative community increases pedagogical effectiveness. Providing collaborative projects and interdependent tasks promotes constructivist learning and a strong foundation for understanding how to collaborate in the global workplace. Again, this research has demonstrated that students can collaborate entirely online, although more pedagogical scaffolding may be required than in the organisational setting. The importance of initial social interaction to foster a sense of presence and community in a mediated environment has also been highlighted. This research also provided greater understanding of emergent leadership in computer-mediated collaborative groups. It was found that sheer volume of words does not make a leader but frequent messages with topic-related content does contribute to leadership qualities. The results described in this thesis have practical implications for managers of virtual teams and educators in e-learning.
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48

Roberts, Lynne D. "Social interaction in virtual environments." Curtin University of Technology, School of Psychology, 2001. http://espace.library.curtin.edu.au:80/R/?func=dbin-jump-full&object_id=12792.

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The rapid growth of the internet over the past decade has provided increasing opportunities for individuals to engage in computer-mediated social interaction in virtual environments. Despite this rapid growth there has been limited research into the way people use the Internet, and the effect Internet use has on their lives (Kraut, 1996). The overall aim in the research presented in this thesis was to explore how characteristics of the individual interact with characteristics of computer-mediated communication to enable socio-emotional communication and behaviour in social text-based virtual environments. Three studies are presented. Studies One and Two are qualitative studies of social interaction in two text-based, synchronous ('real time') virtual environments: MOOs (Multi User Dimensions, Object Oriented) and Internet Relay' Chat (IRC). Grounded Theory (Glaser & Strauss, 1967) methodology was used to develop formal theories of social interaction within these environments. Stage models of virtual environment use were developed that described changes in social interaction over time. In MOOs, changes in social interaction over time reflected the process of coming to terms with what was initially viewed by users as an alternative reality. In IRC the central feature of social interaction that emerged was the perceived ease of communication. This was attributed to the effortlessness of meeting a wide range of potential communication partners in a social context where the communication itself was simplified to text only communication. The hypotheses developed from the qualitative research in Studies One and Two were tested in Study Three. This was a longitudinal study of new Internet users that examined the bi-directional effects of personality characteristics and computer-mediated communication on behaviour. Personality measures were poor predictors of time spent in ++<br>both specific types of virtual environments and on-line in general. Based on the usage patterns across the three studies a decision pathway for the use of virtual environments was developed. A key finding across the studies was the potential for virtual environments to enhance psychological well-being for individuals who experience social discomfort in off-line settings. Limitations of the research were discussed and suggestions made for future research.
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49

Oliveira, Victor Adriel de Jesus. "Haptic interfaces and their application on computer mediated tactile communication." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/182245.

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Além de um canal para adquirir informações sobre o ambiente ao nosso redor, o sentido do tato é também o nosso sentido mais social. No entanto, a interação háptica é geralmente implementada como chamariz nas interfaces modernas. Embora a comunicação multimodal seja comum em Ambientes Virtuais, as tecnologias de Realidade Virtual mais acessíveis nem sequer incluem o componente háptico como parte fundamental. Esta tese apresenta estudos sobre percepção, desempenho do usuário, e experiência do usuário com dispositivos de comunicação vibrotátil construídos para suportar diferentes tarefas interativas em ambientes virtuais e físicos. Foram avaliados diferentes atuadores hápticos, configurações de exibição tátil, locais do corpo, perfis de usuário, e métodos para se projetar uma plataforma tátil robusta. Tal plataforma foi finalmente construída como uma tela vibrotátil para ser usada ao redor da cabeça e para suportar tarefas de consciência espacial e comunicação em ambientes virtuais e físicos. Durante a pesquisa foi observado que, apesar de sua importância para a comunicação, o uso proativo de háptica para intercomunicação é surpreendentemente negligenciado. Portanto, foi dada especial atenção aos elementos presentes na articulação da fala para introduzir a articulação háptica proativa como uma nova abordagem para intercomunicação. Foi proposto que a habilidade de usar uma interface háptica como uma ferramenta para comunicação implícita pode suplementar a comunicação e suportar tarefas colaborativas próximas e remotas em diferentes contextos. Além disso, uma interface articulatória pode fornecer um modo direto e expressivo de se comunicar através de sinais táteis. Para demonstrar isso, os resultados dessa pesquisa foram aplicados ao projeto de uma tela montada na cabeça com vibração, especialmente feita para interação com ambientes virtuais imersivos. Tal aparato mostrou-se útil não apenas para orientação no espaço 3D, mas também para intercomunicação em ambientes virtuais colaborativos. Além de nossas contribuições técnicas em relação à construção de uma tela tátil totalmente testada para múltiplas tarefas e contextos, nossa principal contribuição é a concepção e demonstração de um novo paradigma de interação tátil. Tal paradigma se concentra em fornecer maneiras simples e diretas para que indivíduos se expressem através de sinais táteis em aplicações mediadas por computador para interair com seu ambiente e com outros indivíduos. Esse paradigma envolve os usuários finais e permite que eles se tornem interlocutores ao invés de meros receptores do feedback tátil.<br>The sense of touch not only is a channel for acquiring information about the environment around us, it is also our most social sense. However, haptic interaction is usually implemented as a gimmick feature in modern interfaces. Although multimodal communication is commonplace in Virtual Environments, the most accessible Virtual Reality technologies do not even include the haptic component as a fundamental part. This thesis presents studies on perception, user performance, and user experience with vibrotactile communication devices built to support different interactive tasks in virtual and physical environments. We have assessed different haptic actuators, tactile display configurations, body sites, user profiles and methods to design a robust tactile platform. Such platform was finally built as a vibrotactile display to be worn around the head and to support spatial awareness and communication in both virtual and physical environments. During our research, we particularly notice that the proactive use of touch for intercommunication is surprisingly neglected regardless of its importance for communication. Therefore, we have also directed our attention to elements present in speech articulation to introduce proactive haptic articulation as a novel approach for intercommunication. We propose that the ability to use a haptic interface as a tool for implicit communication can supplement communication and support near and remote collaborative tasks in different contexts. In addition, an articulatory interface can provide a direct and expressive way for communicating through tactile cues. To demonstrate that, our results were applied to the design of a vibrotactile head-mounted display especially made for interaction with immersive virtual environments. Such apparatus was shown not only to support guidance in 3D space but also to support intercommunication in collaborative virtual environments. In addition to our technical contributions regarding the construction of a fully tested tactile display for multiple tasks and contexts, our main contribution is the conception and demonstration of a new paradigm for tactile interaction. Such paradigm focuses on providing simple and direct ways for individuals to express themselves through tactile cues in computer-mediated interaction with their environment and with others. Such paradigm embraces the final users and allows them to become interlocutors rather than just receivers of the haptic feedback.
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50

Al-Bulushi, Ali Hussein Ali. "Task-Based Computer-Mediated Communication and Negotiated Interaction in an EFL Context." Thesis, Lancaster University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.504868.

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