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Dissertations / Theses on the topic 'Tabletop computers'

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1

Williams, Cary. "TZee: a tangible device for 3d interactions on tabletop computers." Association for Computing Machinery, 2011. http://hdl.handle.net/1993/5219.

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Manipulating 3D objects on a tabletop computer is inherently problematic. The flat surface of tabletop computers enable natural 2D interaction, but lack the additional dimension needed to intuitively facilitate 3D object manipulation. In this thesis I present TZee, a passive tangible widget that enables natural interactions with 3D objects by exploiting the lighting properties of diffuse illumination (DI) multi-touch tabletops. The Tangible User Interface (TUI), TZee is constructed from several pieces of stacked acrylic glass. The stacked glass enables TZee to channel the light emitted from th
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Maslamani, Jaber Ali M. "Investigating scaffolding during collaborative reading on the tabletop computer." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3863.

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This study investigates the scaffolding process and student interaction, from a sociocultural perspective, in a tabletop assisted language learning environment for collaborative reading. The study furthers understanding of features of traditional conceptualizations of scaffolding as a learning construct in the context of technology-mediated social interaction. This scaffolding manifests when learners interact with one another in different user (verbal and non-verbal) modes, and with elements or attributes of tabletop technology during collaborative reading tasks. Tabletop technology is seen to
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Золотова, Світлана Григорівна, Светлана Григорьевна Золотова, Svitlana Hryhorivna Zolotova, and S. O. Chernenko. "Tablet personal computer." Thesis, Вид-во СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/22212.

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Verdie, Yannick. "Surface Gesture & Object Tracking on Tabletop Devices." Thesis, Virginia Tech, 2010. http://hdl.handle.net/10919/32769.

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In this thesis, we are interested in the use of tabletop surfaces for interactive manipulations. We focus on the implementation of Image Processing algorithms and techniques in two projects exploiting a horizontal surface: â Tangram Projectâ and â MirrorTrackâ . The â Tangram Projectâ studies childrenâ s mathematical skills when manipulating geometrical shapes. This project is supported by NFS (NSF 0736151) based on the proposal â Social Organization, Learning Technologies & Discourse: System Features for Facilitating Mathematical Reasoning in PreK-3 Studentsâ by M. Evans, F. Quek,
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Nishizaki, Devin M. "The Effects of Tablets on Learning: Does Studying from a Tablet Computer Affect Student Learning Differently Across Educational Levels." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1011.

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In recent years, students and educators alike have utilized new technologies such as tablet computers as a means of enhancing the learning process. While prior research suggests that these implementations within the classroom provide a new and beneficial method of relaying and learning information, scientists have begun to explore the possible side effects that these technologies have on the learning process. Although much of the current literature suggests that learning from an electronic screen does not affect efficacy compared to learning from printed text (Bayliss et al., 2012; Dundar & Ak
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McLachlan, Ross David. "Pressure as a non-dominant hand input modality for bimanual interaction techniques on touchscreen tablets." Thesis, University of Glasgow, 2015. http://theses.gla.ac.uk/6960/.

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Touchscreen tablet devices present an interesting challenge to interaction designers: they are not quite handheld like their smartphone cousins, though their form factor affords usage away from the desktop and other surfaces, requires a user to support a larger weight and navigate more screen space. Thus, the repertoire of touch input techniques is often reduced to those performable with one hand. Previous studies have suggested there are bimanual interaction techniques that offer both manual and cognitive benefits over equivalent unimanual techniques and that pressure is useful as a primary i
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Tong, Lili. "Designing and analyzing collaborative activities in multi-surface environments." Thesis, Lyon, 2017. http://www.theses.fr/2017LYSEI036/document.

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Les environnements multi-surfaces (MSE) combinent plusieurs surfaces dans une variété d'arrangements physiques pour former un espace d'information continu. Les grandes surfaces, telles que les tables et les écrans muraux, sont souvent utilisées comme espace partagé pour coordonner les efforts, et les périphériques portables, tels que les tablettes et les smartphones sont considérés comme des espaces personnels prenant en charge les tâches individuelles. Les MSE ont montré des avantages pour soutenir les activités co-implémentées, en particulier celles impliquant une exploration de données rich
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Wu, Chih-Sung. "Designing tangible tabletop interactions to support the fitting process in modeling biological systems." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/50128.

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This thesis aims to explore how to physically interact with computational models on an interactive tabletop display. The research began with the design and implementation of several prototype systems. The research of the prototype systems showed that tangible interactions on interactive tabletops have the potential to be more effective on some tasks than traditional interfaces that use screen displays, keyboards and mice. The prototype work shaped the research to focus on the effectiveness of adopting tangible interactions on interactive tabletops. To substantiate the thesis claims, this thesi
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9

Burns, Ryan Patrick. "Tablet computers and technological practices within and beyond the laboratory." Thesis, University of Sussex, 2015. http://sro.sussex.ac.uk/id/eprint/57992/.

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In this thesis I examine emergent technological practices relating to tablet computers in scientific research laboratories. I ask four main questions: To what extent can tablets be considered scientific instruments? How do tablets help to construct technoscientific imaginaries? What role do tablets play in the construction of technoscientific subjectivities? Can tablets, positioned as popular everyday computing devices, be considered in terms of expertise in the context of laboratory science? To answer these questions, research is presented that examines the situated practices of scientists us
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Al-Showarah, Suleyman. "Effects of age on smartphone and tablet usability, based on eye-movement tracking and touch-gesture interactions." Thesis, University of Buckingham, 2015. http://bear.buckingham.ac.uk/29/.

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The aim of this thesis is to provide an insight into the effects of user age on interactions with smartphones and tablets applications. The study considered two interaction methods to investigate the effects of user age on the usability of smartphones and tablets of different sizes: 1) eye-movements/browsing and 2) touch-gesture interactions. In eye movement studies, an eye tracker was used to trace and record users’ eye movements which were later analysed to understand the effects of age and screen-size on browsing effectiveness. Whilst in gesture interactions, an application developed for sm
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Ducey, Adam J. "Predicting Tablet Computer Use: An Extended Technology Acceptance Model." Scholar Commons, 2013. http://scholarcommons.usf.edu/etd/4471.

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While information technology has rapidly changed work in the United States in the past 50 years, some businesses and industries have been slow to adopt new technologies. Healthcare is one industry that has lagged behind in information technology investment for a variety of reasons. Recent federal initiatives to encourage IT adoption in the healthcare industry provide an ideal context to study factors that influence technology acceptance. Data from 261 practicing pediatricians were collected to evaluate an extended Technology Acceptance Model. Results indicated that individual (i.e., perceived
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Zhang, Hong. "Evaluating Finger Orientation for Position Awareness on Multi-Touch Tabletop Systems." ACM, 2012. http://hdl.handle.net/1993/5232.

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Interactive tabletop systems are becoming popular platforms for group activities. However, current common tabletops do not provide capabilities to differentiate interactions among simultaneous users, i.e. to associate a touch point with its proper owner. My thesis proposes and explores the use of an important biometric property of users as the basis for touch discrimination on multi-user tabletops: Finger Orientation (FO). In this thesis, I first collect the FO ranges of users standing in different positions around a tabletop. Second, I implement a system that uses FO to determine where the us
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Martinez, Maldonado Roberto. "Analysing, visualising and supporting collaborative learning using interactive tabletops." Thesis, The University of Sydney, 2013. http://hdl.handle.net/2123/10409.

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The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures student’s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of student’s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of th
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Torres, Peralta Raquel. "Recognizing User Identity by Touch on Tabletop Displays: An Interactive Authentication Method." Diss., The University of Arizona, 2012. http://hdl.handle.net/10150/265555.

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Multi-touch tablets allow users to interact with computers through intuitive, natural gestures and direct manipulation of digital objects. One advantage of these devices is that they can offer a large, collaborative space where several users can work on a task at the same time. However the lack of privacy in these situations makes standard password-based authentication easily compromised. This work presents a new gesture-based authentication system based on users' unique signature of touch motion. This technique has two key features. First, at each step in authentication the system prompts the
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Lai, Chien-Jen Ph D. Massachusetts Institute of Technology. "Tabletop coherent extreme ultraviolet and soft X-ray sources based on high harmonic generation." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91106.

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Thesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2014.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 105-115).<br>High harmonic generation (HHG) is a fascinating strong-field physics phenomenon that occurs when a laser pulse with a moderate intensity interacts with atoms and partially ionizes the atoms. A series of harmonics are generated at similar efficiencies and extend to a few tenth, even thousandth, order harmonics at the extreme ultraviolet (EUV) and soft X-ray range. Such an unprec
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Oladunjoye, Olayemi Kemi. "iPad and computer devices in preschool : A tool for literacy development among teachers and children in preschool." Thesis, Stockholms universitet, Barn- och ungdomsvetenskapliga institutionen, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-92600.

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The title of this thesis is "iPad and Computer devices in Preschool: A tool for literacy development among teachers and children in preschool." The study was an exploration of how teachers and their pupils put iPad and other computer devices into use in early childhood education. This study was a qualitative research study, based on the observation of the pupils and the interviews of the teachers. In this study, observation of the children and interviewing of the teachers over a period of five weeks produced significant results. The children participants in the observation were approximately 6
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Andréason, Jennie. "Computer tablets as an educational tool in preschool and preschool-class." Thesis, Malmö högskola, Fakulteten för lärande och samhälle (LS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-35218.

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Syftet med studien är att undersöka hur lärplattan kan användas som pedagogiskt verktyg i förskola och förskoleklass. Vi vill undersöka de lärande och sociala samspel som eventuellt sker mellan barnen. Vidare undersöks hur pedagogernas förhållningssätt inverkar på barnens möjlighet till lärande kring lärplattan. Pedagogernas syn på fördelar och nackdelar gällande lärplattan granskas. Studiens frågeställningar besvarades utifrån den sociokulturella teorin. Centrala begrepp som artefakter, mediering, proximal utvecklingzon och förhållningssätt verkade som analysverktyg. Studien har genomförts me
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18

Szink, Terrence L. "A computer-aided analysis of the Semitic of the Ebla tablets." Diss., Restricted to subscribing institutions, 2005. http://proquest.umi.com/pqdweb?did=888832061&sid=1&Fmt=2&clientId=48051&RQT=309&VName=PQD.

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Malm, Tobias, and Johan Lindström. "Development of a real-time multiplayer gamefor the computer tablet." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-84557.

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This master’s thesis discusses game development on the computer tablet, with Apple’s iPadas the target platform. Its main focus is development of non-trivial components such asonline multiplayer and touch(screen) controls for a real-time action game, using frameworksand APIs that are mainly free and open source. For each non-trivial component problems arepointed out and possible solutions are presented, the resulting game, Battle Angels, isevaluated along with the game design and development. Battle Angels is a 2D real-timemultiplayer action game, the development of it lead to the conclusions
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Li, Xiaolei, and 李曉蕾. "Obstacles of using tablet computers as a learning tool in primary schools." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/206571.

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With the development of using tablet computers in the classrooms, it is raised concern in education how to enhance the effectiveness of using tablet computers in teaching and learning. In this study, it provides a significant framework included four main obstacles of using tablet computers as a learning tool related to schools, teachers, students and parents that are studied with grounded theory. The purpose of this study is to understand the obstacles of using tablet computers as a learning tool and provide some recommendations according to teachers’ perception of teaching and students’ engag
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Ditta, Mohammed Ali. "Designing multi-touch tabletop interaction techniques to support co-located Group Information Management." Thesis, Nelson Mandela Metropolitan University, 2013. http://hdl.handle.net/10948/d1020639.

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Co-located group information management (GIM) is a form of groupware with the aim of enabling users to collaboratively find, store, maintain, organise and share personal and/or group information in support of a group activity. Existing systems aimed at partially supporting GIM activities have been implemented on single user devices. These systems make use of asynchronous communication that may hinder collaboration by misinterpretation, information leaks, etc. Few systems exist, with limited functionality, that support co-located GIM. Multi-touch tabletop interaction has given rise to a new app
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Cirelli, Mauricio. "O engine MiTable para aplicações tabletop multi-touch e multi-usuários." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-18072016-080249/.

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A definiçãoo e o reconhecimento de gestos multi-toque s~ao dois dos maiores desafios encontrados por desenvolvedores de aplicações para tabletops. Após a escolha dos gestos, geralmente após um longo e custoso estudo de usuário, os desenvolvedores precisam selecionar ou criar um algorítimo para reconhecê-los e integrá-lo à aplicação e ao hardware. Muitas bibliotecas e arcabouços para o reconhecimento de gestos multi-toque foram propostos nos últimos anos. Cada um deles buscou endereçar um dos diversos desafios encontrados pelos desenvolvedores quando desenvolvendo protótipos e implementando nov
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Ribeiro, Alexandre de Souza. "Ergonomia de tablets em uso ocupacional : atividade visual e biomecânica postural sob a influência de ofuscamentos reflexivos causados pela iluminação /." Bauru, 2014. http://hdl.handle.net/11449/126290.

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Orientador: João Roberto Gomes de Faria<br>Banca: Luiz Carlos Paschoarelli<br>Banca: Lígia Maria Presumido Braccialli<br>Resumo: Atualmente, pesquisas sobre ergonomia relacionada à iluminação do ambiente não estão restritas à concepção qualitativa de condições visuais, vertentes apontam para a importância de considerar os impactos biológicos da interação com a luz. Com a recente e próspera implementação do uso ocupacional do tablet, em ambientes escolares e de trabalho, pouca atenção tem sido dada aos princípios ergonômicos neste processo, ao mesmo tempo, em que surgiram diversas problemáticas
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Ribeiro, Alexandre de Souza [UNESP]. "Ergonomia de tablets em uso ocupacional: atividade visual e biomecânica postural sob a influência de ofuscamentos reflexivos causados pela iluminação." Universidade Estadual Paulista (UNESP), 2014. http://hdl.handle.net/11449/126290.

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Made available in DSpace on 2015-08-20T17:09:24Z (GMT). No. of bitstreams: 0 Previous issue date: 2014. Added 1 bitstream(s) on 2015-08-20T17:27:13Z : No. of bitstreams: 1 000838257.pdf: 2769841 bytes, checksum: 7644e009d8c33c39ebaa5bf3b52be814 (MD5)<br>Atualmente, pesquisas sobre ergonomia relacionada à iluminação do ambiente não estão restritas à concepção qualitativa de condições visuais, vertentes apontam para a importância de considerar os impactos biológicos da interação com a luz. Com a recente e próspera implementação do uso ocupacional do tablet, em ambientes escolares e de trabalho
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Clayphan, Andrew. "Harnessing the Affordances of Interactive Tabletops for Collaborative Activities." Thesis, The University of Sydney, 2016. http://hdl.handle.net/2123/15290.

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The key contributions of this thesis are: a greater understanding of how to harness tabletop affordances to support small-group work and collaboration; the effectiveness of tabletops compared with other forms of single display groupware; the power of computer-supported collaborative scripts; and validation of the work in real settings. These contributions are presented as a series of carefully designed user studies. Each explores a key dimension to create new forms of support for collocated individuals to work together. The thesis is in two parts. The first part presents a set of foundationa
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Becker, Jane A. "Optimizing the touch tablet: the effects of lead-lag compensation and tablet size." Thesis, Virginia Polytechnic Institute and State University, 1986. http://hdl.handle.net/10919/94450.

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A major design aspect of touch tablet operation is the display/control (D/C) gain. The primary objective of this research was the development and optimization of a variable D/C gain to improve human performance with touch tablets. This variable gain minimizes the speed-accuracy trade-off problem associated with traditional D/C gains. An additional objective.of this research was to determine the effect of tablet size on human performance. Display/control (D/C) gain is defined as the amount of movement which occurs on the display in response to a unit amount of movement of the control. With tra
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Chenzira, Ayoka. "Haptic cinema: an art practice on the interactive digital media tabletop." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39500.

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Common thought about cinema calls to mind an audience seated in a darkened theatre watching projected moving images that unfold a narrative onto a single screen. Cinema is much more than this. There is a significant history of artists experimenting with the moving image outside of its familiar setting in a movie theatre. These investigations are often referred to as "expanded cinema". This dissertation proposes a genre of expanded cinema called haptic cinema, an approach to interactive narrative that emphasizes material object sensing, identification and management; viewer's interaction wi
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Lewis, Adam Justin. "A case study of modern computing| Importance for tablet computers in higher education." Thesis, University of Phoenix, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3585972.

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<p> With the rapid growth of technology and a fast pace society, students have discovered tablet computers, a powerful portable useful device for education. Although studies have shown rapid growth of tablet computer adaptation within education, limited research exists regarding how tablet computers are used for classroom performance, communication, and leadership among college students. The purpose of the study was to explore and understand how college students use tablet computers by interviewing undergraduate and graduate students. Interview results of 20 college students are as follows: (a
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Espinoza, Bueno José María. "Ubiquitous computer at school. Case study on tablet deployment project in elementary school «EduTablettes-86» – French." Pontificia Universidad Católica del Perú, 2015. http://repositorio.pucp.edu.pe/index/handle/123456789/117773.

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This research is part of an exploratory study that focuses on the observation and analysis of the integration of the tablet in the classroom, and it takes part of the «EduTablettes-86» project (Poitiers, France). This study addresses the «pervasive computing» or «ubiquitous computing» as an approach that allows us to understand the direction of technology and its relation to the use of the tablet in the school, in addition, the theory of «situated action» is used as a reference and it makes possible to study the tablet in an application context, besides that, it includes the notion of commun
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Shu, Ke. "Understanding and Rejecting Errant Touches on Multi-touch Tablets." Thesis, Singapore Management University (Singapore), 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=1548074.

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<p> Given the pervasion of multi-touch tablet, pen-based applications have rapidly moved onto this new platform. Users draw both with bare fingers and using capacitive pens as they would do on paper in the past. Unlike paper, these tablets cannot distinguish legitimate finger/pen input from accidental touches by other parts of the user's hand. In this thesis, we refer it to as errant touch rejection problem since users may unintentionally touch the screen with other parts of their hand. </p><p> In this thesis, I design, implement and evaluate new approaches, bezel-focus rejection, of preven
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Nooriafshar, Mehryar. "New and Emerging Applications of Tablet Computers such as iPad in Mathematics and Science Education." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-82920.

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Nuñez, David S. (David Scott). "GlobalLit : a platform for collecting, analyzing, and reacting to children's usage data on tablet computers." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/98622.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2015.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 103-109).<br>Mobile devices, like tablet computers, are potentially potent tools for delivering language learning to children otherwise unreachable at any reasonable scale in a variety of home situations. The ubiquity and distribution of these devices make them ideal research tools, as well, and provide an opportunity to collect field data from children using tablets and ultimat
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Auer, Natalia. "Scaffolding foreign language learners' reading strategies using tablet computers at two secondary schools in Denmark." Thesis, University of Leicester, 2016. http://hdl.handle.net/2381/39027.

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The use of mobile devices for learning has led to an increased number of textbooks and reading materials being published in digital format. Specific digital literacies are required to take advantage of these digital texts, and students need to acquire these literacies if they are to read and learn efficiently. Teachers need to assist their students in reading with digital devices. However, research on supporting reading comprehension with mobile devices is still limited. This thesis addresses a gap in the field by identifying cognitive and metacognitive foreign language (FL) reading strategies
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Alomary, Azza Mohammad. "Factors influencing female undergraduate students' acceptance of, and motivation to use, tablet computers for learning." Thesis, University of Southampton, 2017. https://eprints.soton.ac.uk/412633/.

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M-learning can play an important role in the development of teaching and learning methods for higher education. Nevertheless, the successful implementation of m-learning in higher education will be dependent on users' acceptance of this technology. Therefore, the purpose of this study is to give a better understanding of female undergraduate students' attitudes towards using tablet computers in learning through exploring factors that influence students' motivation to use and their acceptance of tablet use in learning. This study explores female students' preferred ways of learning when using t
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Kattekola, Rajiv. "Numerical Analysis of Thermal Characteristics of a Tablet Computer and its Internal Components." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1378113727.

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BRANDAO, EDUARDO RANGEL. "USER BEHAVIOUR TO ACCESS TELEVISION RELATED CONTENT ON SMARTPHONES, TABLETS AND COMPUTERS: AN USER CENTERED DESIGN APPROACH." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25596@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO<br>Smartphones, tablets ou computadores utilizados para acessar conteúdos de TV não estão adequados aos seus contextos de uso. Por meio de uma pesquisa descritiva, realizou-se uma análise documental em 57 sites e 17 aplicativos, aplicou-se um questionário online com 156 respondestes e realizou-se 25 entrevistas semiestruturadas. Identificaram-se os formatos de conteúdos oferecidos pelas empresas de TV por meio da internet
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Hirth, Michael [Verfasser]. "Akustische Untersuchungen mit dem Smartphone und Tablet-Computern - Fachliche und didaktische Aspekte / Michael Hirth." München : Verlag Dr. Hut, 2019. http://d-nb.info/1200754727/34.

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Gilliland, Charles Jordan 1979. "The paperless classroom : tablet PCs in university teaching." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28411.

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Thesis (M. Eng. and S.B.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2004.<br>Includes bibliographical references (p. 302-307).<br>by Charles Jordan Gilliland.<br>M.Eng.and S.B.
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Partridge, Grant. "Identity awareness on tabletop computers." 2011. http://hdl.handle.net/1993/4807.

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Most multi-user horizontal interactive surfaces, or tabletop computers, cannot determine which user has performed a given action. These tabletops are less capable than identity-aware (IA) tabletops, which can. However, current research on IA is scarce and speculative. Notably, no one has rigorously compared the power of IA and non-IA devices, so evidence that IA enables groups to work better together is lacking. My thesis establishes an identity-aware perspective for interactive surface design. First, I have constructed an experiment to determine that IA can improve the effectiveness of small
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Lam, Jonathan. "Spatial sound and sound localization on a horizontal surface for use with interactive surface (tabletop) computers." Thesis, 2012. http://hdl.handle.net/10155/243.

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Tabletop computers (also known as surface computers, smart tables, and interactive surface computers) have been growing in popularity for the last decade and are poised to make in‐roads into the consumer market, opening up a new market for the games industry. However, before tabletop computers become widely accepted, there are open problems that must be addressed with respect to audio interaction including: "What loudspeaker constellations are appropriate for tabletop computers?" "How does our perception of spatial sound change with these different loudspeaker configurations?" and "What pannin
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Smith, J. David. "Raptor: Sketching Video Games With a Tabletop Computer." Thesis, 2009. http://hdl.handle.net/1974/2581.

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Game sketching is used to identify enjoyable designs for digital games without the expense of fully implementing them. This thesis presents Raptor, a novel tool for sketching games. Raptor shows how tabletop interaction can effectively support the ideation phase of interaction design by permitting small collocated groups to participate in the design and testing process together. Raptor relies heavily on efficient gesture-based interaction, mixed-reality interaction involving physical props and digital artifacts, Wizard-of-Oz demonstration gameplay sketching, and fluid change of roles between d
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Bala, Paulo Alexandre Câmara. "tCAD: a 3D modeling application on a depth enhanced tabletop computer." Master's thesis, 2012. http://hdl.handle.net/10400.13/555.

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Tabletop computers featuring multi-touch input and object tracking are a common platform for research on Tangible User Interfaces (also known as Tangible Interaction). However, such systems are confined to sensing activity on the tabletop surface, disregarding the rich and relatively unexplored interaction canvas above the tabletop. This dissertation contributes with tCAD, a 3D modeling tool combining fiducial marker tracking, finger tracking and depth sensing in a single system. This dissertation presents the technical details of how these features were integrated, attesting to its viability
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Lu, Ting-Hsuan, and 陸鼎璿. "SAR Evaluation for Tablet Computer." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/n78g36.

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碩士<br>景文科技大學<br>電子工程系電腦與通訊碩士班<br>102<br>This article introduces the definition and basic measurements of SAR test, as well as the SAR test system that is broadly being used by the industry, SPEAG/DASY.   In addition, analysis of how SAR is implemented on the product that is recently very welcome in the public, tablet PC. It had been a trend in recent years to design the mobile phones and desktops in flat panel type. Tablet PCs are also designed to be portable and small in size. Light and thin portable products are the best buys, hence products are designed to have diversified function and
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Huang, Ze-Yi, and 黃則屹. "Tablet Computer Assisted Instruction System." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/fyqx5h.

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碩士<br>國立虎尾科技大學<br>資訊管理研究所<br>102<br>Science and technology is constantly and rapidly developing. Many related products make people&apos;&apos;s life change a great deal. In the past, students used the paper books in the traditional teaching. Recently a lot of scholars advocated the use of mobile device. Results from several papers also proposed that good learning performance could be achieved for applying technology on class teaching. In this thesis, a computer assisted instruction system is designed on mobile devices. It provides students and teachers to use. Every 5 minutes, the system recor
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Yu, Ta-Hsiao, and 郁達孝. "Tractography Tablet Computer Implementationin Alzheimer’s Disease." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/75211950568082447280.

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碩士<br>東吳大學<br>資訊管理學系<br>100<br>In recent years, both the proliferation of smart portable devices and increasing popular cloud services make dramatic change to traditional personal computer type services. Attributed to the high speed Internet availability, lightweight yet powerful performance solution is also made possible. This research was primarily focused on migrating fiber tracking algorithm from desktop platform to embedded platform customized for Alzheimer’s disease diagnosis. The purpose is hoping to combine the convenience of smart portable device and the speed of cloud services in ord
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Palilonis, Jennifer Ann. "ACTIVE READING ON TABLET TEXTBOOKS." Diss., 2015. http://hdl.handle.net/1805/7320.

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To study a text, learners often engage in active reading. Through active reading, learners build an analysis by annotating, outlining, summarizing, reorganizing and synthesizing information. These strategies serve a fundamental meta-cognitive function that allows content to leave strong memory traces and helps learners reflect, understand, and recall information. Textbooks, however, are becoming more complex as new technologies change how they are designed and delivered. Interactive, touch-screen tablets offer multi-touch interaction, annotation features, and multimedia content as a browse-abl
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LAN, YU-RU, and 藍育儒. "Examining Customer Purchasing Behavior on Tablet Computer." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/25746732673437473226.

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碩士<br>真理大學<br>資訊應用學系碩士班<br>101<br>Abstract From the perspective of technological process, people gradually rely on technology products. This may lead to the growth of new technology products such as tablet computer. Unlike traditional personal computer, tablet computer is a revolution in computer area. People just use fingers to touch the screen of tablet computer for operating the tablet computer. Tablet computer has become popular one of the electronic equipments for people. This study used the model of goal-directed behavior (MGB) to examine behavioral intentions on buying tablet computer.
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En, Chang Wei, and 張偉恩. "Factors Influencing the Adoption of Tablet Computer." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/95117201485567702513.

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碩士<br>逢甲大學<br>國際經營管理碩士學位學程<br>101<br>The demand for portable products have increased over the years, this has led to the increased demand for Tablet Computer. Many tech companies have steered their focus on the tablet industries. Understanding end-users’ acceptance of Tablet Computer is crucial, because new technological advances cannot enhance performance if they are not accepted by end-users. This study focuses on User- intention towards the adoption of Tablet Computer, finding out the motivational variables that affect users’ adoption and their attitudes towards acceptance. The purpose of t
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Yu-Te, Shen, and 沈育德. "Computer Aided Drawing System Using Graphics Tablet." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/86031409049278089330.

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碩士<br>國立彰化師範大學<br>資訊管理學系所<br>102<br>The main research goals of this paper is the computer aided shadow drawing.The system is to create a simple-to-use graphics software functions, and to reduce user learning time on the drawing. Our system can make a satisfactory paintings for a user without talent in painting. At present, the major research architecture of the system is built.Our system has been able to draw lines free and has basic image comparison algorithm. According to shadow map display from the user's line drawing,our system improve the user's drawing skills. In our system evalu
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CHOU, LUNG-CHI, and 周隆記. "5G MIMO Antenna Design for Tablet Computer." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/jx5x9v.

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碩士<br>國立雲林科技大學<br>電機工程系<br>106<br>This thesis aims at designing 5G MIMO array antenna systems for narrow-frame tablet computers. Two different array antenna systems will be introduced. In the first, two mirror-imaged radiating slots, are form a dual-antenna subsystem. Each radiating slot is fed by an L-shaped microstrip line to produce an impedance band of 3400−3600 MHz. With an additional full-wavelength resonator created beside each radiating slot, the isolation between the two radiating slots of the dual-antenna subsystem is raised by about 6 dB. Two such dual-antenna subsystems separated b
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