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1

Ahlgren, Anna. "MobiAnn : androidapplikationen som underlättar lärares arbetsuppgifter." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-69263.

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Examensarbetet diskuterar behovet av ett stödsystem för lärare vid undervisning och tar upp olika aspekter utifrån lärarnas arbetssituation. Som en del av denna diskussion finns en implementation av ett system i form av en Androidapplikation. Applikationen ger lärarna möjlighet till ett stödsystem med olika användningsområde som närvarokontroll, anmärkningsmöjligheter om förseningar och stök under lektionstid, verktyg för att anteckna elevarbete och motivera betyg direkt på plats. Stor vikt har lagts på att göra applikationen lättanvänd och användarvänlig och därför har tester med användare varit en stor del under utvecklingen.
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Funkquist, Martin. "Study of the impact and usage of an audience engagement tool at live events." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260327.

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This paper describes the process of evaluating an audience engagement tool developed by a company called Stagecast. It is evaluated using the system usability scale, which is a common and simple way of measuring the usability of an application. The process starts with developing a feedback moment for the application that includes questions from the system usability scale. The application is then first tested in a laboratory setting with the feedback moment launched after an event, and second, it is tested in a real live event. The results in this paper indicate that the overall satisfaction with the Stagecast application was average, based on scoring of previous usability tests, with a score of 65.96 for the SMASK live event, though the participation in the feedback moment was limited.<br>Den här rapporten beskriver processen för utvärderandet av en produkt för att engagera publiken under live event som utvecklats av företaget Stagecast. Produkten är utvärderad med hjälp av system usability scale (SUS), vilket är ett vanligt och simpelt sätt att mäta användarvänlighet för applikationer. Processen börjar med att utveckla en feedback moment för applikationen som innehåller frågor från system usability scale. Applikationen är sedan testad i en studio där feedbackmoment lanseras efter eventet. Steg nummer två är att lansera feedbackmoment efter ett live event. Resultaten i den här rapporten indikerar att generella tillfredsställelsen med Stagecast applikationen var medel, baserat på en sammanställning av tidigare undersökningar med SUS. Poängen blev 65.96 för SMASK eventet, men deltagandet i feedbackmoment var begränsat.
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Gunnarsson, Näva. "I gränslandet : En undersökning om hur System Usability Scale förhåller sig till användbarhet och användarupplevelse." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17377.

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Denna studie har till syfte att reda ut hur de olika MDI-begreppen användbarhet och användarupplevelse relaterar till varandra, samt hur detta relaterar till datainsamlingsmetoden System Usability Scale, eller SUS. SUS mäter användarens uppfattning av en produkts användbarhet, vilket innebär att den har kopplingar till både användbarhet och användarupplevelse och därmed skulle kunna placeras i ”gränslandet” mellan dessa. Arbetet utreder användbarhet och användarupplevelse som två begrepp var för sig, för att sedan undersöka hur de förhåller sig till varandra och avslutningsvis till SUS. Detta undersöks genom innehållsanalyser av litteratur samt kortsorteringar för att inkludera praktikers perspektiv på ämnet och därmed få en bredare bild av hur det verkligen är. Resultatet visar på en relation mellan användbarhet och användarupplevelse, där båda till stor del påverkar varandra vid människa-datorinteraktion. Detta innebar även en tydlig koppling i hur SUS förhåller sig till detta. Studiens resultat har använts till att ta reda på hur SUS går att modifiera för att rikta sig mot endast användbarhet eller endast användarupplevelse med hjälp av litteraturen om de båda begreppen.
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Ruoti, Scott. "Authentication Melee: A Usability Analysis of Seven Web Authentication Systems." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/4376.

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Passwords continue to dominate the authentication landscape in spite of numerous proposals to replace them. Even though usability is a key factor in replacing passwords, very few alternatives have been subjected to formal usability studies and even fewer have been analyzed using a standard metric. We report the results of four within-subjects usability studies for seven web authentication systems. These systems span federated, smartphone, paper tokens, and email-based approaches. Our results indicate that participants prefer single sign-on systems. We utilize the Systems Usability Scale (SUS) as a standard metric for empirical analysis and find that it produces reliable, replicable results. SUS proves to be an accurate measure of baseline usability and we recommend that going forward all new authentication proposals be required to meet a minimum SUS score before being accepted by the security community. Our usability studies also gather insightful information from participants' qualitative responses: we find that transparency increases usability but also leads to confusion and a lack of trust, participants prefer single sign-on but wish to augment it with site-specific low-entropy passwords, and participants are intrigued by biometrics and phone-based authentication.
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Tipsword, Meghan B. S. "The Proband Usability Study: Investigating the Use of a Family Health History Application in Genetic Counseling." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1491561063179095.

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Mohammed, Naitullah, and Mohammed Mahamood Ur Rahman Syed. "The relationship between perceived usability of a beautiful interface and of an ugly interface." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-84819.

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The relationship between the perceived usability of a beautiful interface and of an ugly interface is analyzed in this study. This study correlates the visual aesthetics of the website with perceived usability. This research is performed to know the significance of visual aesthetics on perceived usability. A website is designed with two interfaces. One interface is designed by following design guidelines with respect to usability and the other interface is designed without following guidelines. To measure the aesthetic value of these website interfaces, visual aspect questionnaire is used in classical aesthetic sense. After drawing a conclusion on aesthetic values i.e. beautiful interface and of an ugly interface, a survey performed using System Usability Scale (SUS scale) to measure the perceived usability of the beautiful interface and an ugly interface of the website. From the results we found that perceived usability of the beautiful interface is significantly higher than the ugly interface. System Usability Scale turns out sensitive to measure the beauty of the website. Results also show that the design principles have some overlapping with the visual aesthetic of the website.
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Hedström, Anton, and Patrik Ragnarsson. "Lara : en skattjakt med mobil datorförstärkt verklighet." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-70313.

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Prestandan i dagens mobiltelefoner har ökat på senare tid. Därmed har det blivit aktuellt med förstärkt verklighet i mobilapplikationer. Det här arbetet har undersökt hur förstärkt verklighet används i mobilapplikationer för att framhäva en plats. Genom att använda förstärkt verklighet blir det möjligt att tillföra information till den verkliga platsen. I syfte att applicera förstärkt verklighet har vi utvecklat Lara. Lara är en prototyp av ett spel i form av en virtuell skattjakt som utspelar sig på Campus Valla i Linköping. Den evolutionära prototypen har testats av fyra personer som efter testet svarat på frågor angående användbarheten. Resultatet från testerna visade att användbarheten var god. Testerna visade även att det finns intresse att utöka Lara med både server och editor. Arbetet visade att presentationen av förstärkt verklighet har stor betydelse för hur påtaglig upplevelsen blir.<br>The performance of mobile phones have increased recently. Thus, it has become relevant with augmented reality in mobile applications. This work has examined how augmented reality is used in mobile applications to focus on a location. By using augmented reality you will be able to add information to a place. In order to apply augmented reality, we have developed Lara. Lara is a prototype of a game in the form of a virtual treasure hunt that takes place at Campus Valla in Linköping.The evolutionary prototype has been tested by four people who afterwards answered questions about usability. Results of the tests showed that the usability was good. The tests also showed that there is interest to expand Lara with both server and editor. The work showed that the presentation of augmented reality have significant impact on how real the experience becomes.
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Gustafsson, Filip. "An Explorative Design Study of a Booking System : Evaluating the Usability and Experience of a User Interface for Novice Admin Users." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-249690.

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This study explored how the UI of booking sunbeds could be designed to be efficient and effective while being satisfactory to use for novice admin users of the system. Personas were created through a workshop that together with visual heuristics helped drive the design of an initial paper prototype that was evaluated with users. Iterating the design of the paper prototype, a hi-fi prototype was created using Adobe XD. The hi-fi prototype was evaluated using a task-based usability test with seven participants who provided quantitative data of time spent per task and number of clicks required, and qualitative data through a SUS questionnaire along with semi-structured interviews. The prototype was effective and efficient while scoring a high 90 points on the SUS scale. Qualitative data from the participants indicated that the inclusion of transitions and transformation in the UI helped create a playful experience and a system that was perceived to be easy to learn and use. The results and data of evaluating the prototype can help future designers of systems account for transitions and transformations earlier in the design process that could improve the overall usability for novice users in general.<br>Den här studien utforskade hur ett gränssnitt för ett bokningssystem kunde designas för att vara effektivt och ändamålsenligt samtidigt som användargruppen av administrativa förstagångsanvändare uppfattar systemet som tillfredsställande. En workshop hölls för att skapa personas, vilket tillsammans med visuella heuristiker drev designen av en första pappersprototyp som utvärderades med användare. Med feedback från pappersprototypen skapades en digitalt interaktiv prototyp som utvärderades baserat på kvantitativa data från hur användare klarade av att utföra uppgifter, samt kvalitativa data från semistrukturerade intervjuer och användbarhetsenkäten SUS (System Usability Scale). Prototypen var effektiv och ändamålsenlig och fick 90 poäng enligt SUS-skalan. Den kvalitativa data indikerade att inkluderingen av övergångar och transformeringar i gränssnittet skapade en lekfull upplevelse och gjorde att systemet ansågs vara enkelt att använda. Studiens insamlade data och resultat kan hjälpa framtida designers av system ta hänsyn till övergångar och transformationer tidigt i designprocessen för att öka den generella användbarheten för förstagångsanvändare
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Andersson, Jonatan. "Assessment and Improvement of Initial Learnability in Complex Systems : A Qualitative Study to Promote Intuitive Software Development." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-131025.

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This Master’s Thesis aimed to assess and propose improvements for initial learnability in Sectra AB’s Picture Archiving Communication System (PACS) by integrating usability engineering and agile software development. Assessing initial learnability and re-designing complex systems is difficult as they have a high skill cap and take longer time to learn in comparison to simpler ones. Further, companies that use agile methodologies often focus on completing small items which might hide the overarching vision of a product that can lead to usability problems. While there are several methods for assessing usability, no research has specifically focused on assessing initial learnability in complex systems. This study however investigates how this may be achieved by combining current methodologies for measuring learnability with usability engineering and agile software development. Initial learnability issues and needs were assessed after evaluating Sectra PACS using 5 participants and analysed using impact mapping as well as conducting a focus group within the organisation that owns the product.
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Ebli, Gaia. "Valutazione dell'usabilità delle piattaforme di alto livello di visualizzazione e analisi dei dati." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/24785/.

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Oggigiorno il machine learning è parte integrante della quotidianità, oltre ad essere impiegato anche in molti altri campi come in medicina e in politica. Questa crescente permeazione del machine learning in aree differenti da quella informatica rende necessario modificare l’approccio alla materia per permettere anche a chi non ha una formazione specifica di mettere in campo tecniche di machine learning per riuscire a dare un’interpretazione più completa ai dati a disposizione. Nel corso degli anni sono state percorse strade differenti nel tentativo di rendere il machine learning più accessibile, dalla semplificazione degli algoritmi all’utilizzo di interfacce grafiche interattive. Quest’ultima modalità è attualmente la più apprezzata e più utilizzata, ma non è priva di insidie. In questo volume di tesi vengono esaminate tre piattaforme che utilizzano questa metodologia (Weka, KNIME e Orange) valutandone usabilità e user engagement per rilevare punti di forza e criticità.
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Fransson, Axel, and Christoffer Börjesson. "Virtuell verklighet för kommunikation och interaktion : Interaktiva rum som kommunikationsverktyg." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14832.

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Kandidatarbetet undersöker virtuell verklighet som ett spatialt och interaktivt realtids-medium för den arkitekturella domänen. Media används vanligtvis inom mäklar-, visualiserings-, och designindustrin för att representera föremål på ett förståeligt och övertygande vis genom bilder eller animerade filmer. Utgångsproblemet har varit användbarheten av högdetaljerad arkitekturell visualisering som representeras i 2D. Studier visar att 2D passar för viss abstrakt information som kronologisk sekvens eller data trender, men för komplicerad information som lokalisering och spatiala relationer är 2D för abstrakt. Målet är att skapa en prototyp i form av ett virtuellt rum vars syfte tjänar kommunikationsverktyg mot intressenter eller inom organisationen för tydligare beslutsförmåga. Fokus låg på användbarhet för att evaluera prototypens design-aspekter navigation, selektion/manipulation och indirekta kontroller. Utgångspunkten var en pragmatisk filosofi med användningen av mixade metoder för att nå djupare insikter i prototypen. Med hjälp av texturerings-  och 3D modelleringsprogram samt spelmotorn Unreal Engine 4 har en virtuell nybyggnation skapats. Därefter har tre användbarhetstester formats som evalueras med hjälp av system usability scale. Detta expanderas på med en kvalitativ intervju där resonemang om användbarhet, kostnadseffektivitet och lämplighet framkommer. Utvärderingen indikerar att användarna är nöjda, men riktad evaluering av interaktions-teknikerna var för sig hade skapat insikter i specifika fallgropar av systemets designområden.<br>The bachelor thesis investigates virtual reality as a spatial and interactive real-time medium for the architectural domain. Media is usually used in the brokerage, visualization and design industry to represent objects in an understandable and compelling manner through images or animated films. The starting problem has been the usability of high-detailed architectural visualization represented in 2D. Studies show that 2D fits for some abstract information like chronological sequence or data trends, but for complex information such as location and spatial relationships, 2D is too abstract. The goal is to create a prototype in the form of a virtual space whose purpose serves as communication tools with stakeholders or within the organization for patent decision-making. The focus was on usability to evaluate the prototypes design aspects navigation, selection / manipulation, and indirect controls. A pragmatic philosophy was employed with the use of mixed methods to reach deeper insights into the prototype. With the help of texturing and 3D modeling programs and the Unreal Engine 4 game engine, a virtual room has been constructed. Thereafter, three usability tests were formatted and evaluated using system usability scale. This is expanded with a qualitative interview where reasoning about usability, cost-effectiveness and appropriateness emerges. The evaluation indicates that the users are satisfied, but targeted evaluation of the interaction techniques had created insights into specific pitfalls of the system's design areas.
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Curtsson, Fanny. "Designing an Augmented Reality Based Navigation Interface for Large Indoor Spaces." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300377.

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Navigating from one place to another is something we as humans do on an everyday basis, and modern technology has made it easier than ever by providing navigation tools in our mobile devices. In indoor spaces, augmented reality (AR) based navigation interfaces have shown a lot of potential, as it has been proven to increase efficiency and overall usability. However, there is a lack of research investigating how these types of interfaces should be designed to create a good user experience. This study aimed at providing more insight into this by exploring the usability of a mobile AR interface for indoor navigation through the Rapid Iterative Testing and Evaluation (RITE) method. In total, six participants tested the interface in three rounds of user testing and iteration, with two participants taking part in each round. The results showed that the usability increased with each iteration. Findings also reaffirmed the importance of minimizing the amount of information presented in the AR interface, by for example presenting information prior to the AR interface, as well as the value of adding support for occlusion. Moreover, confusion caused by how the virtual objects aligned with the real physical space showed the importance of testing on-site.<br>Att navigera från en plats till en annan är något vi människor gör varenda dag, och modern teknologi har gjort detta enklare än någonsin genom att erbjuda navigationsverktyg i våra mobila enheter. I inomhusmiljöer så har navigationsverktyg som använder förstärkt verklighet (AR) visat mycket potential, då det har visats ökat effektiviteten och den övergripliga användbarheten. Däremot finns det en brist på forskning som undersöker hur dessa typer av gränssnitt ska designas för att skapa en bra användarupplevelse. Denna studie syftade till att ge mer insikt i detta genom att utforska användbarheten av ett mobilt AR-gränssnitt för inomhusnavigering med hjälp av metoden Rapid Iterative Testing and Evaluation (RITE). en iterativ design och utvärderingsmetod. Totalt testade sex deltagare gränssnittet i tre omgångar av användartester, där två deltagare deltog i varje omgång. Resultaten visade att användbarheten ökade med varje iteration. Resultaten bekräftade även vikten av att minimera mängden information som presenteras i AR-gränssnittet, till exempel genom att presentera information innan AR-gränssnittet, samt värdet av att lägga till stöd för ocklusion. Vidare så visade även förvirringen kring hur de virtuella objekten relaterade till det riktiga fysiska utrymmet värdet av att testa på plats.
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Ορφανού, Κωνσταντίνα. "Εγκυροποίηση και διερεύνηση του ερωτηματολογίου System Usability Scale στο πλαίσιο των συστημάτων διαχείρισης της μάθησης". Thesis, 2014. http://hdl.handle.net/10889/8555.

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Στην παρούσα εργασία μελετάται η αποτίμηση της ευχρηστίας στο πλαίσιο των συστημάτων διαχείρισης της μάθησης (Learning Management Systems - LMS). Σκοπός της έρευνας που διεξάγεται είναι η εγκυροποίηση του ερωτηματολογίου System Usability Scale (SUS) (Brooke, 1996), ως εργαλείο αποτίμησης της ευχρηστίας, στο πλαίσιο αυτό. Επιπλέον στόχος της εργασίας είναι η εγκυροποίηση της ελληνικής μετάφρασης του ερωτηματολογίου SUS, όπως αυτή δημιουργήθηκε από τους Katsanos, Tselios and Xenos (2012), και τέλος διερευνώνται τα αποτελέσματα του SUS σε σχέση με διάφορους παράγοντες, π.χ. φύλο, ηλικία, κ.ά. Για την επίτευξη των στόχων πραγματοποιήθηκαν 11 μελέτες στις οποίες συμμετείχαν συνολικά 771 φοιτητές του Πανεπιστημίου Πατρών. Οι συμμετέχοντες αξιολόγησαν την ευχρηστία των συστημάτων eClass και Moodle που χρησιμοποιούνται στο πλαίσιο μαθημάτων του προγράμματος σπουδών τους, συμπληρώνοντας ένα ανώνυμο ερωτηματολόγιο το οποίο συμπεριλάμβανε το ερωτηματολόγιο SUS. Από την ανάλυση των δεδομένων που συλλέχθηκαν, προέκυψε ότι το ερωτηματολόγιο SUS φαίνεται να είναι ένα έγκυρο εργαλείο αποτίμησης ευχρηστίας για τα συστήματα διαχείρισης της μάθησης. Η ελληνική έκδοση του ερωτηματολογίου επιβεβαιώθηκε ως κατάλληλη για την αξιολόγηση της ευχρηστίας των LMS από φοιτητές που μιλούν ελληνικά. Τέλος, επιβεβαιώθηκαν ευρήματα προηγούμενων μελετών (Tullis & Stetson, 2004; Bangor, Kortum & Miller, 2008; Kobsa, Sonawalla, Tsudik, Uzun, & Wang, 2009; Granića & Ćukušić, 2011; Sauro, 2011a; Kortum & Bangor, 2013), και βρέθηκαν κάποιες επιπλέον συσχετίσεις των αποτελεσμάτων του ερωτηματολογίου SUS με τους παράγοντες: αυτοαποτελεσματικότητα για το Διαδίκτυο, στάση προς το Διαδίκτυο ως μαθησιακό εργαλείο και συχνότητα χρήσης του LMS.<br>In this paper we study the evaluation of usability in the context of management learning (Learning Management Systems - LMS). The purpose of the survey conducted is the validation of the questionnaire System Usability Scale (SUS) (Brooke, 1996), a tool for assessment of usability, in this context. Additional aim of this work is the validation of the Greek translation of the questionnaire SUS, as created by Katsanos, Tselios and Xenos (2012), and then the investigation of the effects of SUS in relation to various factors, eg gender, age, etc. To achieve the objectives 11 studies were held involving a total of 771 students of the University of Patras. Participants evaluated the usability of systems eClass and Moodle, which are used within the course curriculum, by completing an anonymous questionnaire, which included the SUS. From the analysis of the data collected it was showed that the SUS questionnaire appears to be a valid usability assessment tool for learning management systems. The Greek version of the questionnaire was confirmed as suitable for evaluating the usability of LMS by students who speak Greek. Finally, findings of previous studies were confirmed (Tullis & Stetson, 2004; Bangor, Kortum & Miller, 2008; Kobsa, Sonawalla, Tsudik, Uzun, & Wang, 2009; Granića & Ćukušić, 2011; Sauro, 2011a; Kortum & Bangor, 2013), and some additional correlations between the SUS score and three factors were found: self-efficacy on the Internet, attitude towards the Internet as a learning tool and frequency of use of LMS.
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Wang, Kai-hsuan, and 王凱萱. "Use evaluative priming method and mental workload scale to measure system usability of an e-learning platform." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/17962408106694300995.

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碩士<br>國立雲林科技大學<br>工業工程與管理研究所碩士班<br>101<br>The prevalence of internet access has fueled the development of e-learning systems in recent years. Designed as a teaching aid to enhance educational quality, a new version of e-learning system was introduced to the National Yunlin University of Science and Technology in 2010. Despite the good intention, the system’s current usage rate remains low. As the literature of technology adoption suggested, a system’s success depends on its users’ evaluations. When users respond negatively toward a system, their willingness to use it and satisfaction with it decline. Therefore, this research believes that it is necessary to look at users’ attitudes for system improvement. To compensate the disadvantages of self-report, such as data incompleteness and respondents’ personal biases, this study combined questionnaires and interviews with an experimental design during the process of data collection, as well as for the subsequent analysis of system usability. Evaluative priming was used for measuring users’ implicit attitudes, while usability questionnaires, mental workload scale measurement and interviews served as explicit measures. The target system was the e-learning system adopted by the aforementioned university and students from the university were chosen as the subject. After completing tasks in a simulated system environment, subjects were asked to take part in questionnaire survey, mental workload scale measurement and interview. The results of the experiments showed that the actual system usage time was longer than expected, though resulting in low accuracy rates. On the questionnaires the scores for the overall system and its usability were both lowered than 3 points - leaning toward the low end. Measuring the mental workload during simulated system usage suggested users’ stress level is above medium. In addition, close to 60% of the subjects expressed that they use the system “occasionally” every week and in average less than an hour per day. The research findings indicated a poorly designed system interface that failed to enable an intuitive user experience and raised its users’ level of stress. The evaluations of the system as a whole fared no better, as reflected by long response time and low accuracy rates in task simulation, poor scores on the usability questionnaire survey and higher than medium cognitive load of the users. This research was able to collect data in a more extensive way via the combination of experimental design and questionnaire, and as a result presented results close to users’ true opinions of the target system.
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(6630980), Aniesh Chawla. "AUTOMATED SYSTEM FOR IDENTIFYING USABLE SENSORS IN ALARGE SCALE SENSOR NETWORK FOR COMPUTER VISION." Thesis, 2019.

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<div>Numerous organizations around the world deploy sensor networks, especially visual sensor networks for various applications like monitoring traffic, security, and emergencies. With advances in computer vision technology, the potential application of these sensor networks has expanded. This has led to an increase in demand for deployment of large scale sensor networks.</div><div>Sensors in a large network have differences in location, position, hardware, etc. These differences lead to varying usefulness as they provide different quality of information. As an example, consider the cameras deployed by the Department of Transportation (DOT). We want to know whether the same traffic cameras could be used for monitoring the damage by a hurricane.</div><div>Presently, significant manual effort is required to identify useful sensors for different applications. There does not exist an automated system which determines the usefulness of the sensors based on the application. Previous methods on visual sensor networks focus on finding the dependability of sensors based on only the infrastructural and system issues like network congestion, battery failures, hardware failures, etc. These methods do not consider the quality of information from the sensor network. In this paper, we present an automated system which identifies the most useful sensors in a network for a given application. We evaluate our system on 2,500 real-time live sensors from four cities for traffic monitoring and people counting applications. We compare the result of our automated system with the manual score for each camera.</div><div>The results suggest that the proposed system reliably finds useful sensors and it output matches the manual scoring system. It also shows that a camera network deployed for a certain application can also be useful for another application.</div>
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16

(9755459), Kenneth Deangelo Jay Jr. "The Usage of Augmented Reality for an Instructional Task." Thesis, 2020.

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<div> <div> <div> <p>Approximately 60% of lean manufacturing systems result in failure (Pearce & Pons, 2019). The failures are attributed to a lack of understanding of lean principles and a lack of commitment by employees (Almanei, Salonitis, & Tsinopoulos, 2018). The study hypothesized that incorporating augmented reality (AR) into the processes, would improve the overall success rate. An AR proof of concept was conducted using the Toshiba dynaEdge AR100 (Dynabook, 2019). The question that guided the proof of concept was, “how did instructional task times compare between AR instruction’s and paper instruction’s?” The literature review provided findings that the incorporation of AR contributing to a 33% decrease in fabrication cycle times (Segovia et al., 2015). The literature review also provided findings that AR incorporation worked best for complex assembly tasks (Capozzi, Lorizzo, Modoni, & Sacco, 2014). The study utilized 20 subjects, which were split evenly into two groups for each set of instructions. The 20 individuals were timed, and the data was analyzed using a two-sample t-test and a Cohen’s d effect size analysis. The AR system’s perceived usability was also analyzed through the use of a system usability scale (SUS). The study’s findings for the t-test and the effect size analysis did not support the previously stated hypothesis. However, the AR system was determined to be useful, based off of the SUS findings. The study provides future researchers a starting point for AR related studies and an understanding of what to avoid. </p> </div> </div> </div>
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17

Čejka, Marek. "Dopady zavedení web scale discovery systémů v akademických knihovnách." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-351397.

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This diploma thesis discusses a modern concept of information retrieval and search engines for libraries and other academic institutions. The concept named "web scale discovery" comprises of search engines, whose main characteristics lie in simplicity and user friendliness for the end users while maintaining all functional qualities of traditional research databases. Users can search in a wide variety of international research databases, and also in local sources of an institution that are combined within a large central index. The theoretical section presents definitions of web scale discovery, which conceptually set the new method of information retrieval within the field of information and library science. A graphic scheme of the basic functionality of a web scale discovery system is presented. Also discussed are requirements for a modern discovery system, an overview of the current situation in the Czech Republic, and a short characteristic of commercially available discovery systems. The theoretical part concludes with a literature review of selected foreign research, studying user satisfaction with the new solution, the impact on electronic and print resources in libraries, and usability testing. The practical part presents an original research study - usability testing of EBSCO Discovery...
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