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Tesi sul tema "Computer graphics human computer interaction"

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1

Stupak, Noah. "Time-delays and system response times in human-computer interaction /". Online version of thesis, 2009. http://hdl.handle.net/1850/10867.

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2

Rorke, Michael. "Designing and implementing a virtual reality interaction framework". Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1006491.

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Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
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3

Wellner, Pierre. "Statemaster : a user interface management system based on statecharts /". Online version of thesis, 1989. http://hdl.handle.net/1850/10447.

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4

Tzanavari, Aimilia. "User modeling for intelligent human-computer interaction". Thesis, University of Bristol, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364961.

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5

Pineda, Cortes Luis Alberto. "GRAFLOG : a theory of semantics for graphics with applications to human-computer interaction and CAD systems". Thesis, University of Edinburgh, 1990. http://hdl.handle.net/1842/24224.

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6

Anderson, Dustin Robert Wood Zoë Justine. "Two-dimensional computer-generated ornamentation using a user-driven global planning strategy : a thesis /". [San Luis Obispo, Calif. : California Polytechnic State University], 2008. http://digitalcommons.calpoly.edu/theses/15/.

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Thesis (M.S.)--California Polytechnic State University, 2008.
Major professor: Zoë Wood, Ph.D. "Presented to the faculty of California Polytechnic State University, San Luis Obispo." "In partial fulfillment of the requirements for the degree [of] Master of Science in Computer Science." Submitted June 11, 2008. Includes bibliographical references (leaves 77-79). Also available online. Also available on microfiche (1 sheet).
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7

Yeung, Sai Kit. "Modeling and rendering the invisibles and the impossibles from single images : a human-computer interaction approach /". View abstract or full-text, 2009. http://library.ust.hk/cgi/db/thesis.pl?ECED%202009%20YEUNG.

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8

Coelho, Enylton Machado. "Spatially Adaptive Augmented Reality". Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7583.

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One of the most important problems in real-time, mobile augmented reality is *registration error* -- the misalignment between the computer generated graphics and the physical world the application is trying to augment. Such misalignment may either cause the information presented by the application to be misleading to the user or make the augmentation meaningless. In this work, we question the implied assumption that registration error must be eliminated for AR to be useful. Instead, we take the position that registration error will never be eliminated and that application developers can build useful AR applications if they have an estimate of registration error. We present a novel approach to AR application design: *Spatially Adaptive Augmented Reality* (i.e., applications that change their displays based on the quality of the alignment between the physical and virtual world). The computations used to change the display are based on real-time estimates of the registration error. The application developer uses these estimates to build applications that function under a variety of conditions independent of specific tracking technologies. In addition to introducing Spatially Adaptive AR, this research establishes a theoretical model for AR. These theoretical contributions are manifested in a toolkit that supports the design of Spatially Adaptive AR applications: OSGAR. This work describes OSGAR in detail and presents examples that demonstrate how to use this novel approach to create adaptable augmentations as well as how to support user interaction in the presence of uncertainty.
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9

Nóbrega, Rui Pedro da Silva. "Interactive acquisition of spatial information from images for multimedia applications". Doctoral thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/11079.

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Dissertação para obtenção do Grau de Doutor em Informática
This dissertation addresses the problem of creating interactive mixed reality applications where virtual objects interact in a real world scenario. These scenarios are intended to be captured by the users with cameras. In other words, the goal is to produce applications where virtual objects are introduced in photographs taken by the users. This is relevant to create games and architectural and space planning applications that interact with visual elements in the images such as walls, floors and empty spaces. Introducing virtual objects in photographs or video sequences presents several challenges, such as the pose estimation and the visually correct interaction with the boundaries of such objects. Furthermore, the introduced virtual objects should be interactive and respond to the real physical environments. The proposed detection system is semi-automatic and thus depends partially on the user to obtain the elements it needs. This operation should be significantly simple to accommodate the needs of a non-expert user. The system analyzes a photo captured by the user and detects high-level features such as vanishing points, floor and scene orientation. Using these features it will be possible to create virtual mixed and augmented reality applications where the user takes one or more photos of a certain place and interactively introduces virtual objects or elements that blend with the picture in real time. This document discusses computer vision, computer graphics and human-computer interaction techniques required to acquire images and information about the scenario involving the user. To demonstrate the framework and the proposed solutions, several proof-of-concept projects are presented and studied. Additionally, to validate the solution several system tests are described and each case-study interface was subject of different user-studies.
Fundação para a Ciência e Tecnologia - research grant SFRH/BD/47511/2008
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10

Nóbrega, Rui Pedro da Silva. "Visualization and interaction in a simulation system for flood emergencies". Master's thesis, Faculdade de Ciências e Tecnologia, 2008. http://hdl.handle.net/10362/7830.

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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do grau de Mestre em Engenharia Informática
This thesis presents an interaction and visualization system for a river flood emergency simulation. It will also present a detailed study about forms of visual representation of critical elements in emergencies. All these elements are currently assembled in an application based on geographic information systems and agent simulation. Many of the goals in this thesis are interconnected with project Life-Saver. This project has the goal to develop an emergency response simulator, which needs a visualization and interaction system. The main goals of this thesis are, to create a visualization system for an emergency, to design an intuitive multimedia interface and to implement new forms of human-computer interaction. At the application level there is a representation of the simulation scenario with the multiple agent and their actions. Several studies were made to create an intuitive interface. New forms of multimedia interaction are studied and used such as interactive touch sensible boards and multi-touch panels. It is possible to load and retrieve geographic information on the scenario. The resulting architecture is used to visualize a simulation of an emergency flooding situation in a scenario where the Alqueva dam in Guadiana river fails.
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11

Yi, Beifang. "A framework for a sign language interfacing system". abstract and full text PDF (free order & download UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3210068.

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12

Sullivan, Paul Andrew. "Graph-Based Data Visualization in Virtual Reality: A Comparison of User Experiences". DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1598.

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Virtual reality is currently in the spotlight, attracting intense scrutiny by the press, technology companies, and consumers. After twenty years of dormancy, the technology has experienced a renaissance following advancements in both hardware and software. Most of these developments, and thus press attention, have been centered on entertainment. However, if the technology is going to continue to grow, it must be useful in a wide variety of situations. This paper explores the effectiveness of visualizing data in virtual reality in comparison to traditional presentations. In this thesis, we present an approach to displaying data in a virtual reality environment. We drew upon various visualization and design principles in two dimensions (2D) and extended and implemented them in three dimensions (3D). Finally, we experimented with animations to highlight how the immersive qualities of virtual reality could help direct the user's attention to important features. To verify our work, we tested users' ability to understand worldwide economic data represented as graphs. We measured the speed and accuracy of each subject's responses as they viewed the economic data in two environments: a virtual reality (VR) environment using the Oculus Rift to look at our 3D animated chart, and a more traditional environment with a series of 2D paper charts. We concluded that for newcomers to VR, 2D charts are faster and more accurate. However, 3D visualizations are more engaging and are superior when searching for certain kinds of information such as the highest and lowest values in a set.
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13

Ferraz, de Abreu Pedro Manuel Barbosa. "Intelligent graphic interface : capturing rules of human-computer interaction in a knowledge base". Thesis, Massachusetts Institute of Technology, 1989. http://hdl.handle.net/1721.1/66323.

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14

Robertson, Cindy Marie. "Using Graphical Context to Reduce the Effects of Registration Error in Augmented Reality". Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/19775.

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An ongoing research focus in Augmented Reality (AR) is to improve tracking and display technology in order to minimize registration errors between the graphical display and the physical world. However, registration is not always necessary for users to understand the intent of an augmentation, especially in situations where the user and the system have shared semantic knowledge of the environment. I hypothesize that adding appropriate graphical context to an augmentation can ameliorate the effects of registration errors. I establish a theoretical basis supporting the use of context based on perceptual and cognitive psychology. I introduce the notion of Adaptive Intent-Based Augmented Reality (i.e. augmented reality systems that adapt their augmentations to convey the correct intent in a scene based on an estimate of the registration error in the system.) I extend the idea of communicative intent, developed for desktop graphical explanation systems by Seligmann and Feiner (Seligmann &Feiner, 1991), to include graphical context cues, and use this as the basis for the design of a series of example augmentations demonstrating the concept. I show how semantic knowledge of a scene and the intent of an augmentation can be used to generate appropriate graphical context that counters the effects of registration error. I evaluate my hypothesis in two user studies based on a Lego block-placement task. In both studies, a virtual block rendered on a head-worn display shows where to place the next physical block. In the first study, I demonstrate that a user can perform the task effectively in the presence of registration error when graphical context is included. In the second, I demonstrate that a variety of approaches to displaying graphics outside the task space are possible when sufficient graphical context is added.
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15

Altiero, Roberto A. "Digital Forensics Tool Interface Visualization". NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/24.

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Recent trends show digital devices utilized with increasing frequency in most crimes committed. Investigating crime involving these devices is labor-intensive for the practitioner applying digital forensics tools that present possible evidence with results displayed in tabular lists for manual review. This research investigates how enhanced digital forensics tool interface visualization techniques can be shown to improve the investigator's cognitive capacities to discover criminal evidence more efficiently. This paper presents visualization graphs and contrasts their properties with the outputs of The Sleuth Kit (TSK) digital forensic program. Exhibited is the textual-based interface proving the effectiveness of enhanced data presentation. Further demonstrated is the potential of the computer interface to present to the digital forensic practitioner an abstract, graphic view of an entire dataset of computer files. Enhanced interface design of digital forensic tools means more rapidly linking suspicious evidence to a perpetrator. Introduced in this study is a mixed methodology of ethnography and cognitive load measures. Ethnographically defined tasks developed from the interviews of digital forensics subject matter experts (SME) shape the context for cognitive measures. Cognitive load testing of digital forensics first-responders utilizing both a textual-based and visualized-based application established a quantitative mean of the mental workload during operation of the applications under test. A t-test correlating the dependent samples' mean tested for the null hypothesis of less than a significant value between the applications' comparative workloads of the operators. Results of the study indicate a significant value, affirming the hypothesis that a visualized application would reduce the cognitive workload of the first-responder analyst. With the supported hypothesis, this work contributes to the body of knowledge by validating a method of measurement and by providing empirical evidence that the use of the visualized digital forensics interface will provide a more efficient performance by the analyst, saving labor costs and compressing time required for the discovery phase of a digital investigation.
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16

Pomajambo, Shane. "A Complex For Computer Technologies". Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/35590.

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The building which manifests itself is a direct reaction to the desires of the site and more importantly to the functions it houses. The purpose of this thesis though is to make an addition to the desires and to solve a desire which is not so evident to the naked eye. This desire is to eliminate the product which will manifest itself in the near future if nothing is done to change its clear and certain direction. The product I speak of is decentralized society where human interaction is almost elimininated. The thesis manifests a new building type one which is labeled "a complex for computer technologies" this complex looks at the relationship between architecture and the computer image in three different levels but always promoting human interaction.
Master of Architecture
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17

Lauthers, Chad M. "The effects of stereoscopic technologies on subjects' ability to perform a Lego block construction task". Connect to this title online, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1143132334.

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18

Yang, Grant. "WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design". Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.

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The field of computer user interface design is rapidly changing and diversifying as new devices are developed every day. Technology has risen to become an integral part of life for people of all ages around the world. Modern life as we know it depends on computers, and understanding the interfaces through which we communicate with them is critically important in an increasingly digital age. The first part of this paper examines the technological origins and historical background driving the development of graphical user interfaces from its earliest incarnations to today. Hardware advancements and key turning points are presented and discussed. In the second part of this paper, skeuomorphism and flat design, two of the most common design trends today, are analyzed and explained. Finally, the future course of user interface is predicted based off of emergent technologies such as the Apple Watch, Google Glass, Microsoft HoloLens, and Microsoft PixelSense. Through understanding the roots and current state of computer user interface design, engineers, designers, and scientists can help us get the most out of our ever-changing world of advanced technology as it becomes further intertwined with our existence.
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19

Lim, Brian Y. "Improving Understanding and Trust with Intelligibility in Context-Aware Applications". Research Showcase @ CMU, 2012. http://repository.cmu.edu/dissertations/148.

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To facilitate everyday activities, context-aware applications use sensors to detect what is happening and use increasingly complex mechanisms (e.g., by using big rule-sets or machine learning) to infer the user's context and intent. For example, a mobile application can recognize that the user is in a conversation and suppress any incoming calls. When the application works well, this implicit sensing and complex inference remain invisible. However, when it behaves inappropriately or unexpectedly, users may not understand its behavior. This can lead users to mistrust, misuse, or even abandon it. To counter this lack of understanding and loss of trust, context-aware applications should be intelligible, capable of explaining their behavior. We investigate providing intelligibility in context-aware applications and evaluate its usefulness to improve user understanding and trust in context-aware applications. Specifically, this thesis supports intelligibility in context-aware applications through the provision of explanations that answer different question types, such as: Why did it do X? Why did it not do Y? What if I did W, What will it do? How can I get the application to do Y? This thesis takes a three-pronged approach to investigating intelligibility by (i) eliciting the user requirements for intelligibility, to identify what explanation types end-users are interested in asking context-aware applications, (ii) supporting the development of intelligible context-aware applications with a software toolkit and the design of these applications with design and usability recommendations, and (iii) evaluating the impact of intelligibility on user understanding and trust under various situations and application reliability, and measuring how users use an interactive intelligible prototype. We show that users are willing to use well-designed intelligibility features, and this can improve user understanding and trust in the adaptive behavior of context-aware applications.
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20

DeVaney, Jonah E. "tidyTouch: An Interactive Visualization Tool for Data Science Education". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/honors/529.

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Accessibility and usability of software define the programs used for both professional and academic activities. While many proprietary tools are easy to grasp, some challenges exist in using more technical resources, such as the statistical programming language R. The creative project tidyTouch is a web application designed to help educate any user in basic R data visualization and transformation using the popular ggplot2 and dplyr packages. Providing point-and-click interactivity to explore potential modifications of graphics for data presentation, the application uses an intuitive interface to make R more accessible to those without programming experience. This project is in a state of continual development and will expand to cover introductory data science topics relevant to academics and professionals alike. The code for tidyTouch and this document can be found at https://github.com/devaneyJE/tidyTouch_thesis (see ui.R and server.R files for application code).
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21

İlhan, Özlem Erkarslan Önder. "Analysis of graphical user interface design in the context of human-computer interaction (with a case study on oven control panel)/". [s.l.]: [s.n.], 2005. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000319.pdf.

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Thesis (Master)--İzmir Institute of Technology, İzmir, 2005
Keywords: Interface, graphical user interface design, interaction, human-computer interaction. Includes bibliographical references (leaves. 95).
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22

Allaoui, Ali. "Introduction de processus de conception pour la modélisation interactive de modèles physiques particulaires 3D complexes dans l'environnement MIMESIS". Phd thesis, Université de Grenoble, 2010. http://tel.archives-ouvertes.fr/tel-00780244.

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Le modèle physique masses-interactions pour la synthèse du mouvement visuel ou la modélisation de scènes virtuelles animées interactives, et en particulier le formalisme CORDIS-ANIMA généralisant son principe grâce à son haut degré de modularité, est aujourd'hui apprécié pour la qualité et la très grande variété de phénomènes qu'il permet d'obtenir. Cependant, cette richesse ne peut être utilisée dans toute sa complexité sans un outil de conception de modèles qui le met au centre du processus de création, et qui ouvre au maximum les possibilités tout en respectant ses principes. Pour cela, l'environnement de modélisation - constitué de tous les moyens donnés à l'utilisateur pour construire, paramétrer, habiller et simuler un réseau CORDIS-ANIMA - est déterminant dans les possibilités créatrices de l'utilisateur. Partant des outils précédents de modélisation, notre travail consiste à les étendre par des fonctionnalités évoluées permettant de franchir un saut qualitatif vers la création de modèles complexes. Pour ce faire, nous nous sommes appuyés sur l'organisation du processus de modélisation physique modulaire en 5 phases: préstructuration qualitative, préstructuration quantitative, conditions initiales, habillage pour le rendu visuel, et simulation. Pour chacune des quatre premières phases, nous avons été amenés à examiner trois types de fonctionnalités critiques dans la modélisation physique : 1. Proposer deux styles de représentations complémentaires pour la conception et la manipulation de modèles - la représentation langagière et la représentation graphique - de manière à tirer parti des avantages de chacune, ainsi que de leur combinaison. Ce point est essentiel dans la manipulation de réseaux CORDIS-ANIMA très complexes. 2. Proposer des fonctionnalités permettant de franchir un pas dans la spécification des conditions initiales, phase critique dans la modélisation physique. Nous proposons en particulier des fonctionnalités pour la transformation au sein du système masses-interactions de propriétés spatiales en provenance de modeleurs orientés géométrie. Ce point pose la question plus générale de la compatibilité entre modélisation de propriétés géométriques et de propriétés physiques. 3. Etendre les possibilités de modélisation en permettant l'intégration de la modification paramétrique en ligne, autre point critique pour la modélisation physique, puisqu'il permet d'introduire des modifications non linéaires en ligne. Ces nouvelles fonctionnalités sont à la base du nouvel outil MIMESIS V, et tracent une voie vers un outil interactif complet pour la modélisation physique particulaire masses-interactions.
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Duval, Thierry. "Models for design, implementation and deployment of 3D Collaborative Virtual Environments". Habilitation à diriger des recherches, Université Rennes 1, 2012. http://tel.archives-ouvertes.fr/tel-00764830.

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This work aims at providing some cues in order to address the essential requirements about the design of 3D Collaborative Virtual Environments (CVE). We have identified six essential topics that must be addressed when designing a CVE. For each of them, we present a state of the art about the solutions that can address this topic, then we show our own contributions: how we improve existing solutions and what are our new propositions. 1 - Choosing a model for the distribution of a CVE We need a distribution model to distribute as efficiently as possible the content of a CVE among all the nodes involved in its execution, including the machines of the distant users. Our proposition is to allow CVE designers to mix in a same CVE the three main distribution models usually encountered: centralized on a server, totally replicated on each site, or distributed according to a hybrid distribution model. 2 - Choosing a model for the synchronization of these nodes To maintain consistency between all the nodes involved in the execution of a CVE, we must choose between a strong synchronization or a relaxed one, or an in-between solution. Our proposition is to manage some temporary relaxation of the synchronization due to network breakdowns, with several synchronization groups of users, making them aware of these network breakdowns, and to allow some shared objects to migrate from one site to another. 3 - Adapting the Virtual Environment to various hardware systems VR applications must be adapted to the software and to the hardware input and output devices that are available at run-time, in order to be able to deploy a CVE onto di fferent kinds of hardware and software. Our solution is the PAC-C3D software architectural model which is able to deal with the three main distribution modes encountered in CVE. 4 - Designing interaction and collaboration in the VE Expressing the interactive and collaborative capabilities of the content of a CVE goes one step beyond geometric modeling, by adding interactive and collaborative features to virtual objects. We propose a unified model of dialog between interactive objects and interaction tools, with an extension to Collada in order to describe interactive and collaborative properties of these interactive objects and interaction tools. 5 - Choosing the best metaphors for collaborative interactions Most of the time single-user interaction tools and metaphors are not adapted to off er effi cient collaboration between users of a CVE. We adapt some of these tools and metaphors to collaborative interactions, and we propose new really collaborative metaphors to enhance real multi-user collaborative interactions, with dedicated collaborative feedback. 6 - Embedding the users' physical workspaces within the CVE Taking into account users' physical workspaces makes it possible to adapt a CVE to the hardware input and output devices of the users, and to make them aware of their physical limitations and of those of the other users, for better interaction and collaboration. We propose the Immersive Interactive Virtual Cabin (IIVC) concept to embed such 3D representations in CVE.
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Tännström, Ulf Nilsson. "GPGPU separation of opaque and transparent mesh polygons". Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2525.

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Context: By doing a depth-prepass in a tiled forward renderer, pixels can be prevented from being shaded more than once. More aggressive culling of lights that might contribute to tiles can also be performed. In order to produce artifact-free rendering, only meshes containing fully opaque polygons can be included in the depth-prepass. This limits the benefit of the depth-prepass for scenes containing large, mostly opaque, meshes that has some portions of transparency in them. Objectives: The objective of this thesis was to classify the polygons of a mesh as either opaque or transparent using the GPU. Then to separate the polygons into two different vertex buffers depending on the classification. This allows all opaque polygons in a scene to be used in the depth-prepass, potentially increasing render performance. Methods: An implementation was performed using OpenCL, which was then used to measure the time it took to separate the polygons in meshes of different complexity. The polygon separation times were then compared to the time it took to load the meshes into the game. What effect the polygon separation had on rendering times was also investigated. Results: The results showed that polygon separation times were highly dependent on the number of polygons and the texture resolution. It took roughly 350ms to separate a mesh with 100k polygons and a 2048x2048 texture, while the same mesh with a 1024x1024 texture took a quarter of the time. In the test scene used the rendering times differed only slightly. Conclusions: If the polygon separation should be performed when loading the mesh or when exporting it depends on the game. For games with a lower geometrical and textural detail level it may be feasible to separate the polygons each time the mesh is loaded, but for most game it would be recommended to perform it once when exporting the mesh.
Att använda ett djup-prepass med en tiled forward renderare kan minska tiden det tar att rendera en scen. Dock kan inte meshar som innehåller transparenta delar inkluderas i detta pre-pass utan att introducera renderingsartefakter. Detta begränsar djup-prepassets användbarhet i scenarion med stora meshar som innehåller små delar av transparens. Denna uppsats försöker lösa detta genom att med hjälp av grafikkortet dela upp meshar i två delar. En del som enbart innehåller icke-transparenta polygoner och en del med enbart transparenta polygoner.
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25

Traore, Michael. "Interactive visualization for volumetric datasets". Thesis, Toulouse, ISAE, 2018. http://www.theses.fr/2018ESAE0028.

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L’occlusion est un problème dans la visualisation volumétrique car elle empêche lavisualisation directe d’une région d’intérêt. Alors que la plupart des systèmes existantsutilisent une combinaison de techniques de rendu en volume direct (DVR) et deleur fonction de transfert (TF) correspondante, nous avons envisagé des techniquesd’interaction alternatives pour explorer ces ensembles de données.Tout d’abord, nous avons proposé un nouveau système de visualisation interactivepour les bagages numérisés en 3D, accéléré par les techniques GPGPU, conformémentaux besoins que nous avons extraits de l’enquête contextuelle auprès desagents de sécurité de l’aéroport.Deuxièmement, nous avons proposé une nouvelle technique qui associe unrendu volumétrique de haute qualité à une lentille rapide, polyvalente et facile àutiliser pour prendre en charge l’exploration interactive des données occluses dansdes volumes
Occlusion is an issue in volumetric visualization as it prevents direct visualizationof the region of interest. While most existing systems use a combination of DirectVolume Rendering (DVR) technique and its corresponding Transfer Function (TF),we considered alternative interaction techniques to explore such datasets.First, we proposed a new interactive visualization system for 3D scanned baggageaccelerated with GPGPU techniques in accordance with the needs we extractedfrom the contextual inquiry with the airport security agents.Secondly, we proposed a novel technique which combines high-quality DVRwith a fast, versatile, and easy to use, lens to support the interactive explorationof occluded data in volumes
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26

Ståhl, Fanny, e Hanna Holmgren. "Animated vs. Static graphics in a video game : How does animated and static graphics affect the user experience in a game?" Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132313.

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Animation in video game graphics is in some cases a necessity for the game’s mechanics to beproperly communicated to the player. In other cases, it is purely an addition to the game’s expression.In the cases where gameplay is not dependant on animation, how exactly does the animationaffect the gameplay experience? This study examines whether or not there are differencesin user experience when static and animated graphic are compared to one another. To do this,30 test participants played two versions of the same game - one with almost exclusively staticgraphic, and one including more animated graphical elements. The test persons were observedduring the test, and answered questionnaires which examined their emotions using the PANAS-Xquestionnaire and levels of immersion using the Immersive Experience Questionnaire. Wealso included a demographic questionnaire to collect data on the participants’ backgrounds, incase it had any impact on the tests and the overall results. The results of the test showed thatthe two versions did not differ much in how they were perceived - not in emotional responsenor feelings of immersion. Despite this, the preference of the users were weighed towards theanimated version. The reason for this can not be concluded with help of the data collected.
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27

Ramos, Terrades Oriol. "Linear Combination of Multiresolution Descriptors: Application to Graphics Recognition". Doctoral thesis, Universitat Autònoma de Barcelona, 2006. http://hdl.handle.net/10803/5764.

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En el camp de l'Anàlisi de Documents voldríem ser capaços de processar automàticament qualsevol tipus de document digital i d'extreure la informació rellevant. és a dir, voldríem conËixer la configuració del document, identificar cadascuna de les seves parts i reconËixer els seus continguts; per a poder fer cerques entre les components del document, però també, per fer cerques entre documents diferents. Aquest és un problema difícil que ha motivat diferents línies de recerca a diferents nivells. S'ha desenvolupat tot una sèrie de tècniques destinades a pre-processar la imatge per augmentar la seva qualitat, reduint el soroll dels sistemes d'adquisició i minimitzant els efectes de la degradació dels documents. També trobem molts treballs en la segmentació destinats a separar les àrees d'interès de la resta del document. Finalment, des de finals dels anys 60 fins a l'actualitat s'han proposat molts tipus descriptors que pretenen representar i identificar aquestes àrees d'interès.
En aquesta tesis ens hem centrat en el darrer d'aquests problemes, la descripció de formes però també en la fusió de classificadors per a aplicar-los a una de les apliacions de l'Anàlisi de Documents, el reconeixement de símbols gràfics. En el reconeixement de formes, moltes aplicacions han de fer front al problema de descriure un conjunt gran i complex de formes per a reconèixer-les, o per a recuperar-les de gran bases de dades. En alguns casos, a més del gran nombre de formes, podem trobar altres dificultats com són la semblança entre formes o la variabilitat de classes de símbols. En aquest casos, un punt clau en el procés de reconeixement de formes és la definició de descriptors de gran capacitat de discriminació. Malauradament, un sol tipus de descriptors no sol ser suficient per aconseguir resultats satisfactoris i per tant, hem de combinar la informació provinent de diferents fonts per a millorar el comportament global del sistema de reconeixement. Aquesta combinació de la informació la hem realitzat a travÈs de la fusió de classificadors.
En relació a la descripció de formes, tradicionalment els símbols gràfics s'han representat mitjançant descriptors estructurals, construïts a partir d'una representació vectorial. Els mètodes de vectorització són sensibles al soroll i a les distorsions dels símbols esboçats. Podem intentar evitar aquest problema definint gramàtiques o construint models deformables dels símbols. Una altra possibilitat, la que hem seguit en aquest treball, és fer servir descriptors que no necessiten d'una representació vectorial. En el context de la descripció de formes hem proposat un descriptor basat en la transformada de crestetes -en anglès "ridgelets"- que, gràcies a que hem unificat la terminologia i hem introduït un vocabulari per explicar i classificar els descriptors, podem definir com: multiresolució, polar, 2D, que conserva la informació i invariant a les similituds. D'altre banda, la propietat de multiresolució de la transformada de crestetes fa que obtinguem una representació en diferents nivells de resolució que ens permet dividir-la en grups de coeficients de crestetes que es poden considerar com a descriptors. D'aquesta manera, hem entrenat un classificador per a cada descriptor, i hem proposat unes regles de combinació lineals, IN i DN, que minimitzen l'error de classificació per aquells classificadors que compleixin un conjunt de restriccions, relatives a la distribució i dependËncia dels classificadors.
Aquests enfocs teòrics han estat avaluats a partir d'un conjunt d'experiments que ens han donat els següents resultats: Els descriptors de crestetes descriuen millor els símbols que altres descriptors més genèrics. Els mètodes IN i DN redueixen l'error de classificació en relació a d'altres mètodes de referència. Per últim, el mètode IN aplicat als descriptors de crestetes, en combinació amb classificadors de tipus "boosting" aconsegueix uns encerts de reconeixement propers als 100% en les proves definides per a la base de dades de símbols gràfics del GREC'03.
In the field of Document Analysis we would like to be able to automatically process any kind of digital document. We mean extracting the document layout and identifying each of its parts, recognising its contents and organising them in order to make searches of its components, through the document itself, but also through different documents. This is a challenger problem that has motivated different lines of research in the field of Document Analysis at different levels: Pre-processing techniques have been developed to upgrade the quality of the document image, reducing noise from the input devices and minimizing the effects of the degradation of documents. A deep study in segmentation has been carried out in order to separate the regions of interest from the document background. Finally, many descriptors have been proposed for representing and identifying these regions of interest since the end of 60s until now.
In this thesis, we have focused on, this last problem, the shape description description and also on classifier fusion, to apply them to one of the application fields in the Document Analysis: the graphics recognition. In shape recognition, many applications have to face the problem of describing a large number of complex shapes for recognition or retrieval in large databases. Besides the large number of shapes, we can find other challenges for shape description, such as the similarity among some of the shapes or the variability of the shape classes. In these cases, one of the key issues is the design of highly discriminant shape descriptors. Unfortunately, one kind of descriptor is not usually enough to achieve satisfactory results and hence, we have to combine the information from different sources to improve the global performance of the recognition system. We have carried out this combination of information using classifier fusion.
Concerning shape description, traditionally graphics have been represented using structural descriptors, which are based on a vectorial representation of the shape. Vectorization is quite sensitive to noise and to distortions of sketched symbols. We can try to overcome this problem using grammar descriptors or deformable models of shapes. Another possibility, which is the followed in this dissertation, is to propose descriptors that do not need a vectorial representation of the symbol. Thereby, in the context of shape description, we have proposed a descriptor based on the ridgelets transform which, thanks to we have unified the terminology used in shape description and the introduced vocabulary, we can define as: 2D, polar and multi-resolution descriptor information preserving and invariant to similarities. On the other hand, although ridgelets descriptor can be considered as a single descriptor, it offers a shape representation divided into groups of coefficients, which permit us to consider them as single descriptors. Thus, for each descriptor, we have trained a classifier and we have proposed two linear combination rules, IN and DN, that minimize the classification error of classifiers verifying a set of constraints concerning the dependence and the distribtuion of classifers.
These theoretical approaches have been evaluated through an experimental evaluation in ridgelets descriptors, classifier fusion and applying the classifier fusion methods to ridge lets descriptors, obtaining the following results: Ridgelets descriptors have proven to represent graphics symbols better than general purpose descriptors. IN and DN methods reduce the misclassification rates regarding other reference fusion methods. Finally, the IN method applied to ridgelets descriptor, in combination of boosting algorithms, has reached recognition rates near to 100% in the test defined for the GREC'03 database.
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28

Metawie, Hossam. "Quantitative techniques for the evaluation of user interfaces for CAD/CAM systems". Thesis, De Montfort University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391337.

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29

Gavaza, Takayedzwa. "Culturally-relevant augmented user interfaces for illiterate and semi-literate users". Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1006679.

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This thesis discusses guidelines for developers of Augmented User Interfaces that can be used by illiterate and semi-literate users. To discover how illiterate and semi-literate users intuitively understand interaction with a computer, a series of Wizard of Oz experiments were conducted. In the first Wizard of Oz study, users were presented with a standard desktop computer, fitted with a number of input devices to determine how they assume interaction should occur. This study found that the users preferred the use of speech and gestures which mirrored findings from other researchers. The study also found that users struggled to understand the tab metaphor which is used frequently in applications. From these findings, a localised culturally-relevant tab interface was developed to determine the feasibility of localised Graphical User Interface components. A second study was undertaken to compare the localised tab interface with the traditional tabbed interface. This study collected both quantitative and qualitative data from the participants. It found that users could interact with a localised tabbed interface faster and more accurately than with the traditional counterparts. More importantly, users stated that they intuitively understood the localised interface component, whereas they did not understand the traditional tab metaphor. These user studies have shown that the use of self-explanatory animations, video feedback, localised tabbed interface metaphors and voice output have a positive impact on enabling illiterate and semi-literate users to access information.
TeX
Adobe Acrobat 9.51 Paper Capture Plug-in
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30

Böhme, Hans-Joachim, Sven Hellbach, Zdeněk Míkovec, Pavel Slavík e Markus Wacker. "Proceedings of the 20th Bilateral Student Workshop CTU Prague: Dresden (Germany) 2016". Hochschule für Technik und Wirtschaft Dresden, 2017. https://htw-dresden.qucosa.de/id/qucosa%3A23309.

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This technical report publishes the proceedings of the 20th Prague Workshop, which was held from 25th to 26th November 2016 The workshop offers a possibility for young scientists to present their current research work in the fields of computer graphics, human-computer-interaction, robotics and usability. The works is meant as a platform to bring together researchers from both the Czech Technical University in Prague (CTU) and the University of Applied Sciences Dresden (HTW). The German Academic Exchange Service offers its financial support to allow student participants the bilateral exchange between Prague and Dresden.
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31

Böhme, Hans-Joachim, Sven Hellbach, Zdeněk Míkovec, Pavel Slavík e Markus Wacker. "Proceedings of the 21th Bilateral Student Workshop CTU Prague: Dresden (Germany) 2017". Hochschule für Technik und Wirtschaft Dresden, 2018. https://htw-dresden.qucosa.de/id/qucosa%3A23315.

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This technical report publishes the proceedings of the 21th Prague Workshop, which was held from 25th to 26th December 2017. The workshop offers a possibility for young scientists to present their current research work in the fields of computer graphics, human-computer-interaction, robotics and usability. The works is meant as a platform to bring together researchers from both the Czech Technical University in Prague (CTU) and the University of Applied Sciences Dresden (HTW). The German Academic Exchange Service offers its financial support to allow student participants the bilateral exchange between Prague and Dresden.
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32

Böhme, Hans-Joachim, Sven Hellbach, Zdeněk Míkovec, Pavel Slavík e Markus Wacker. "Proceedings of the 19th Bilateral Student Workshop CTU Prague: Dresden (Germany) 2015". Hochschule für Technik und Wirtschaft Dresden, 2017. https://htw-dresden.qucosa.de/id/qucosa%3A23308.

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This technical report publishes the proceedings of the 19th Prague Workshop, which was held from 27th to 28. November 2015. The workshop offers a possibility for young scientists to present their current research work in the fields of computer graphics, human-computer-interaction, robotics and usability. The works is meant as a platform to bring together researchers from both the Czech Technical University in Prague (CTU) and the University of Applied Sciences Dresden (HTW). The German Academic Exchange Service offers its financial support to allow student participants the bilateral exchange between Prague and Dresden.
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33

Böhme, Hans Joachim, Markus Wacker, Pavel Slavík e Zdeněk Míkovec. "Proceedings of the 22th Bilateral Student Workshop CTU Prague: Dresden (Germany) 2018". Hochschule für Technik und Wirtschaft, 2019. https://htw-dresden.qucosa.de/id/qucosa%3A36112.

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This technical report publishes the proceedings of the 22th Prague Workshop, which was held from 30th November to 1st December 2018. The workshop offers a possibility for young scientists to present their current research work in the fields of computer graphics, human-computer-interaction, robotics and usability. The works is meant as a platform to bring together researchers from both the Czech Technical University in Prague (CTU) and the University of Applied Sciences Dresden (HTW). The German Academic Exchange Service offers its financial support to allow student participants the bilateral exchange between Prague and Dresden.:1) An approach to a self-organizing production in com- parison to a centrally planned production 4 2) Tactile symbols for visually impaired older adults 9 3) Design of Olfactory Cues for Approximate Spatial Self- Localization 11 4) Shape To Muscle: A Model for estimating Muscle Activation from Skin Deformation 13 5) Model of a Conversational System for Controlling Sec- ondary Tasks while Driving 19 6) Tools for Art and Architectural Research with His- toric Media Repositories 22 7) Direct Labels: Real-time External Labeling Without Leader Lines 25 8) Seamless Cloning with Poisson Image Editing 29 9) Multimodal user interaction for human behavior mod- eling in adaptation and personalization 32 10) Objective Feature Selection using GMLVQ with Di- rectly Incorporated L1-Regularization 35 11) How to Call a Robot in an Emergency Situation 37 12) Development of a Collaborative Computer Game for Elderly with Dementia 39
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34

Lelli, leitao Valeria. "Testing and maintenance of graphical user interfaces". Thesis, Rennes, INSA, 2015. http://www.theses.fr/2015ISAR0022/document.

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La communauté du génie logiciel porte depuis ses débuts une attention spéciale à la qualité et la fiabilité des logiciels. De nombreuses techniques de test logiciel ont été développées pour caractériser et détecter des erreurs dans les logiciels. Les modèles de fautes identifient et caractérisent les erreurs pouvant affecter les différentes parties d’un logiciel. D’autre part, les critères de qualité logiciel et leurs mesures permettent d’évaluer la qualité du code logiciel et de détecter en amont du code potentiellement sujet à erreur. Les techniques d’analyses statiques et dynamiques scrutent, respectivement, le logiciel à l’arrêt et à l’exécution pour trouver des erreurs ou réaliser des mesures de qualité. Dans cette thèse, nous prônons le fait que la même attention doit être portée sur la qualité et la fiabilité des interfaces utilisateurs (ou interface homme-machine, IHM), au sens génie logiciel du terme. Cette thèse propose donc deux contributions dans le domaine du test et de la maintenance d’interfaces utilisateur : 1. Classification et mutation des erreurs d’interfaces utilisateur. 2. Qualité du code des interfaces utilisateur. Nous proposons tout d’abord un modèle de fautes d’IHM. Ce modèle a été conçu à partir des concepts standards d’IHM pour identifier et classer les fautes d’IHM ; Au travers d’une étude empirique menée sur du code Java existant, nous avons montré l’existence d’une mauvaise pratique récurrente dans le développement du contrôleur d’IHM, objet qui transforme les évènements produits par l’interface utilisateur pour les transformer en actions. Nous caractérisons cette nouvelle mauvaise pratique que nous avons appelée Blob listener, en référence à la méthode Blob. Nous proposons également une analyse statique permettant d’identifier automatiquement la présence du Blob listener dans le code d’interface Java Swing
The software engineering community takes special attention to the quality and the reliability of software systems. Software testing techniques have been developed to find errors in code. Software quality criteria and measurement techniques have also been assessed to detect error-prone code. In this thesis, we argue that the same attention has to be investigated on the quality and reliability of GUIs, from a software engineering point of view. We specifically make two contributions on this topic. First, GUIs can be affected by errors stemming from development mistakes. The first contribution of this thesis is a fault model that identifies and classifies GUI faults. We show that GUI faults are diverse and imply different testing techniques to be detected. Second, like any code artifact GUI code should be analyzed statically to detect implementation defects and design smells. As for the second contribution, we focus on design smells that can affect GUIs specifically. We identify and characterize a new type of design smell, called Blob listener. It occurs when a GUI listener, that gathers events to treat and transform as commands, can produce more than one command. We propose a systematic static code analysis procedure that searches for Blob listener that we implement in a tool called InspectorGuidget. Experiments we conducted exhibits positive results regarding the ability of InspectorGuidget in detecting Blob listeners. To counteract the use of Blob listeners, we propose good coding practices regarding the development of GUI listeners
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35

Zhu, Lilin. "Logserver monitor for managing log messages of applications". CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2054.

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This project is a graphical user interface for managing log information. Logging is an important componet of a software development cycle as well as for diagnostics of performance and monitoring of the software after deployment. The LogServer Monitor provides a graphical user interface for the display and management of logged information from a distributed environment.
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36

Singer, Ronald A. "Embodying conversational characteristics in a graphical user interface". Thesis, n.p, 1992. http://ethos.bl.uk/.

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37

Kim, Hyungsin. "The ClockMe system: computer-assisted screening tool for dementia". Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/47516.

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Due to the fastest growing senior population, age-related cognitive impairments, including Alzheimer's disease, are becoming among the most common diseases in the United States. Currently, prevention through delay is considered the best way to tackle Alzheimer's disease and related dementia, as there is no known cure for those diseases. Early detection is crucial, in that screening individuals with Mild Cognitive Impairment may delay its onset and progression. For my dissertation work, I investigate how computing technologies can help medical practitioners detect and monitor cognitive impairment due to dementia, and I develop a computerized sketch-based screening tool. In this dissertation, I present the design, implementation, and evaluation of the ClockMe System, a computerized Clock Drawing Test. The traditional Clock Drawing Test (CDT) is a rapid and reliable instrument for the early detection of cognitive dysfunction. Neurologists often notice missing or extra numbers in the clock drawings of people with cognitive impairments and use scoring criteria to make a diagnosis and treatment plan. The ClockMe System includes two different applications - (1) the ClockReader for the patients who take the Clock Drawing Test and (2) the ClockAnalyzer for clinicians who use the CDT results to make a diagnosis or to monitor patients. The contributions of this research are (1) the creation of a computerized screening tool to help clinicians identify cognitive impairment through a more accessible and quick-and-easy screening process; (2) the delivery of computer-collected novel behavioral data, which may offer new insights and a new understanding of a patient's cognition; (3) an in-depth understanding of different stakeholders and the identification of their common user needs and desires within a complicated healthcare workflow system; and (4) the triangulation of multiple data collection methods such as ethnographical observations, interviews, focus group meetings, and quantitative data from a user survey in a real-world deployment study.
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38

Bourqui, Romain. "Décomposition et Visualisation de graphes : Applications aux Données Biologiques". Phd thesis, Université Sciences et Technologies - Bordeaux I, 2008. http://tel.archives-ouvertes.fr/tel-00421872.

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La quantité d'informations stockée dans les bases de données est en constante augmentation rendant ainsi nécessaire la mise au point de systèmes d'analyse et de visualisation. Nous nous intéressons dans cette thèse aux données relationnelles et plus particulièrement aux données biologiques. Cette thèse s'oriente autour de trois axes principaux : tout d'abord, la décomposition de graphes en groupes d'éléments ”similaires” afin de détecter d'éventuelles structures de communauté ; le deuxième aspect consiste à mettre en évidence ces structures dans un système de visualisation, et dans un dernier temps, nous nous intéressons à l'utilisabilité de l'un de ces systèmes de visualisation via une évaluation expérimentale.
Les travaux de cette thèse ont été appliqués sur des données réelles provenant de deux domaines de la biologie : les réseaux métaboliques et les réseaux d'interactions gènes-protéines.
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39

Brännström, Andreas. "Knowledge Elicitation of Human Activities Using a Graphical Modeling Language". Thesis, Umeå universitet, Institutionen för psykologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148985.

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Recent, and ongoing, research has been addressing the general problem of representing complex human activities for the purpose to provide intelligent software agents with a way to identify, reason, and evaluate human activities. Reliable evaluation of complex human activities requires the intelligent agent to obtain a representation that comprises distinguishing features of an activity. This is a challenging task, since a person´s activity is driven by goals, motives, and norms that may be conflicting in a situation. In order to provide knowledge about human activities to an intelligent software agent, we require tools that can allow us modeling human activities enabling knowledge elicitation. This study has evaluated a software prototype of a graphical modeling language with the overall research question to find the minimum language elements required to elicit the knowledge of activities from a domain expert. Eight participants tested the prototype through think aloud usability sessions were their understanding of the structure of the language was tested. Qualitative data analysis was conducted using a Grounded theory approach, which validity has been discussed. The findings indicated that characteristics of the hierarchical structure of Activity Theory are a supportive theoretical framework for the graphical language that resembles the way occupational therapists reason when analyzing human activities. The study proposes a set of minimum elements for the graphical language. A focus a for future study is to target the intelligent software system to further expand and tune the language by the systems requirements.
Pågående forskning har tagit upp det generella problemet med att representera komplexa mänskliga aktiviteter för att tillhandahålla intelligenta mjukvaruagenter med ett sätt att identifiera, resonera och utvärdera mänskliga aktiviteter. Tillförlitlig utvärdering av komplexa mänskliga aktiviteter kräver att den intelligenta agenten erhåller en representation med definierande särdrag hos aktiviteten. Det är en svår uppgift då en persons aktiviteter drivs av mål, motiv och normer som kan vara motstridiga i en situation. För att kunna ge kunskap om mänskliga aktiviteter till en intelligent mjukvaruagent behöver vi verktyg som kan tillåta oss att modellera mänskliga aktiviteter. Denna studie har utvärderat en prototyp av ett grafiskt modelleringsspråk där den övergripande forskningsfrågan var att hitta minsta antalet modelleringskomponenter som krävs för att representera kunskapen om aktiviteter från en domänexpert. Åtta deltagare testade prototypen genom användbarhetstester med tänka högt metodik där deras förståelse av språkets struktur testades. Grundad teori avändes för att analysera den kvalitativa datan. Validitet har diskuterats. Resultaten visade att den hierarkiska strukturen hos Activity theory är en stödjande teoretisk grund för det grafiska språket som liknar hur arbetsterapeuterna resonerar när de analyserar mänskliga aktiviteter. Studien föreslår minsta antalet modelleringskomponenter som krävs för det grafiska språket. Ett fokus för framtida studier är att rikta in sig på det intelligenta mjukvarusystemet för att ytterligare expandera och justera språket efter agentens krav och hitta en komplexitetsnivå i språket som båda parter kan förstå.
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40

Alam, Sayeed Safayet. "Analysis of Eye-Tracking Data in Visualization and Data Space". FIU Digital Commons, 2017. http://digitalcommons.fiu.edu/etd/3473.

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Eye-tracking devices can tell us where on the screen a person is looking. Researchers frequently analyze eye-tracking data manually, by examining every frame of a visual stimulus used in an eye-tracking experiment so as to match 2D screen-coordinates provided by the eye-tracker to related objects and content within the stimulus. Such task requires significant manual effort and is not feasible for analyzing data collected from many users, long experimental sessions, and heavily interactive and dynamic visual stimuli. In this dissertation, we present a novel analysis method. We would instrument visualizations that have open source code, and leverage real-time information about the layout of the rendered visual content, to automatically relate gaze-samples to visual objects drawn on the screen. Since such visual objects are shown in a visualization stand for data, the method would allow us to necessarily detect data that users focus on or Data of Interest (DOI). This dissertation has two contributions. First, we demonstrated the feasibility of collecting DOI data for real life visualization in a reliable way which is not self-evident. Second, we formalized the process of collecting and interpreting DOI data and test whether the automated DOI detection can lead to research workflows, and insights not possible with traditional, manual approaches.
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41

Shang, Lifeng, e 尚利峰. "Facial expression analysis with graphical models". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2012. http://hub.hku.hk/bib/B47849484.

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Facial expression recognition has become an active research topic in recent years due to its applications in human computer interfaces and data-driven animation. In this thesis, we focus on the problem of how to e?ectively use domain, temporal and categorical information of facial expressions to help computer understand human emotions. Over the past decades, many techniques (such as neural networks, Gaussian processes, support vector machines, etc.) have been applied to facial expression analysis. Recently graphical models have emerged as a general framework for applying probabilistic models. They provide a natural framework for describing the generative process of facial expressions. However, these models often su?er from too many latent variables or too complex model structures, which makes learning and inference di±cult. In this thesis, we will try to analyze the deformation of facial expression by introducing some recently developed graphical models (e.g. latent topic model) or improving the recognition ability of some already widely used models (e.g. HMM). In this thesis, we develop three di?erent graphical models with di?erent representational assumptions: categories being represented by prototypes, sets of exemplars and topics in between. Our ¯rst model incorporates exemplar-based representation into graphical models. To further improve computational e±- ciency of the proposed model, we build it in a local linear subspace constructed by principal component analysis. The second model is an extension of the recently developed topic model by introducing temporal and categorical information into Latent Dirichlet Allocation model. In our discriminative temporal topic model (DTTM), temporal information is integrated by placing an asymmetric Dirichlet prior over document-topic distributions. The discriminative ability is improved by a supervised term weighting scheme. We describe the resulting DTTM in detail and show how it can be applied to facial expression recognition. Our third model is a nonparametric discriminative variation of HMM. HMM can be viewed as a prototype model, and transition parameters act as the prototype for one category. To increase the discrimination ability of HMM at both class level and state level, we introduce linear interpolation with maximum entropy (LIME) and member- ship coe±cients to HMM. Furthermore, we present a general formula for output probability estimation, which provides a way to develop new HMM. Experimental results show that the performance of some existing HMMs can be improved by integrating the proposed nonparametric kernel method and parameters adaption formula. In conclusion, this thesis develops three di?erent graphical models by (i) combining exemplar-based model with graphical models, (ii) introducing temporal and categorical information into Latent Dirichlet Allocation (LDA) topic model, and (iii) increasing the discrimination ability of HMM at both hidden state level and class level.
published_or_final_version
Computer Science
Doctoral
Doctor of Philosophy
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42

Lavirotte, Stéphane. "Reconnaissance Structurelle de Formules Mathématiques Typographiées et Manuscrites". Phd thesis, Université de Nice Sophia-Antipolis, 2000. http://tel.archives-ouvertes.fr/tel-00523373.

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Le sujet de ce mémoire est l'étude et la réalisation d'un composant pour la reconnaissance structurelle des formules mathématiques typographiées et manuscrites. Ces travaux s'inscrivent dans une thématique plus large : l'analyse et la reconnaissance de documents. La problématique générale que nous avons considérée peut se résumer de la manière suivante ; il s'agit d'identifier la structure, ou arbre de syntaxe abstraite, d'une formule à partir des données graphiques et géométriques (les symboles composant la notation et leur position). L'architecture logicielle retenue permet d'adapter très facilement le composant, baptisé OFR (Reconnaissance Optique de Formules), aux logiciels fournissant les symboles, ainsi qu'aux diverses notations mathématiques identifiées. Pour effectuer cette reconnaissance structurelle, nous avons eu recours à une modélisation à base de graphes. Elle permet une abstraction des données receuillies et une transformation de ces informations par la définition d'une grammaire de graphes contextuelle attribuée, spécialement adaptée aux opérateurs mathématiques. En nous appuyant sur des protocoles de communication d'objets mathématiques, comme OpenMath, nous pouvons envisager l'utilisation de l'interface développée autour d'OFR comme une alternative à la saisie des formules mathématiques.
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43

Chang, Francis. "Towards Constructing Interactive Virtual Worlds". PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.

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Networked virtual reality environments including virtual worlds devoted to entertainment, online socializing and remote collaboration have grown in popularity with the rise of commercially available consumer graphics hardware and the growing ubiquity of the Internet. These virtual worlds are typified by a persistent simulated three-dimensional space that communicates over a computer network, where users interact with the environment and each other through digital avatars. Development of these virtual worlds challenges the limits of the networking infrastructure, 3D streaming graphics techniques, and the distributed computing design of the virtual world systems that manages the simulation. In this dissertation, we explore solutions to different aspects of the overall problem of developing a general purpose, networked virtual environment, focusing on the networking and software system issues. Specifically, we show how to improve the networking infrastructure to better support the high packet-rate traffic that is typical of virtual worlds, efficiently stream terrain data for remote rendering, and construct a dynamically adaptive distributed systems framework suitable for virtual world simulations.
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44

Hernoux, Franck. "Conception et évaluation d'un système transparent de capture de mouvements des mains pour l'interaction 3D temps réel en environnements virtuels". Phd thesis, Ecole nationale supérieure d'arts et métiers - ENSAM, 2011. http://pastel.archives-ouvertes.fr/pastel-00651084.

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Le but de cette thèse est de proposer et d'évaluer un système transparent de capture de mouvements des mains en temps réel pour permettre la réalisation d'interactions 3D en environnement virtuel (E.V.). Les outils tels que le clavier et la souris ne suffisent plus lorsque l'on travaille dans des E.V. 3D et les systèmes de capture de mouvements actuels ont l'inconvénient du coût et du port de matériel. Les systèmes basés sur des caméras et le traitement d'images comblent en partie ces lacunes, mais ne permettent pas encore une capture de mouvements 3D précise, efficace et temps réel. Notre système propose une solution à ce problème grâce à une caméra 3D. Nous avons implémenté des modalités qui permettent une interaction plus naturelle avec les objets et l'E.V. L'objectif de notre système est d'obtenir des performances au moins égales à celles d'outils couramment utilisés en réalité virtuelle tout en offrant une meilleure acceptabilité globale, mesurée sous l'angle de l'utilité, de l'utilisabilité et du sentiment d'immersion. Pour répondre à cet objectif, nous avons mené 3 études expérimentales impliquant plus de 100 participants. L'étude 1 a comparé, pour une tâche de sélection, la première version de notre système (basé sur une Camera 3D MESA SwissRanger) à une souris classique. L'expérimentation 2 est axée sur l'étude de la réalisation de tâches de manipulation d'objets (positionnement, orientation, redimensionnement) et de navigation en E.V. Pour cette étude, nous avons comparé la version améliorée de notre système (basée sur la Microsoft Kinect) à des gants de données associés à des capteurs magnétiques. La 3ème étude, complémentaire, porte sur l'évaluation de nouvelles modalités d'interaction, implémentées d'après les commentaires recueillis auprès des participants de la seconde étude.
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45

Adamek, Michel. "Creating a Graphical User InterfaceTemplate for Izolde : The complete design process, focusing on usability and design". Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-120856.

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The image analysis company Izolde was in need of a user friendly graphical user interface (GUI) to use as a modifiable template to be able to meet a variety of requests and demands from their clientele.

This paper describes the process of designing such a GUI with respect to theories within human computer interaction and available usability principles and theories.To familiarise and learn about other software on the market a background research was conducted. Wireframes as well as prototypes were created. With the help of recognised usability inspection tools tests were conducted on users with varied degree of computer experience. Test results were the basis for what would be altered and improved in terms of usability on the prototypes.

The final result is a flexible user friendly GUI in regards to the criteria outlined by Izolde.


Detta examensarbete beskriver tillvägagångssättet i skapandet av en mall till ett användargränssnitt. Ett användargränssnitt är utseendet på ett program som användaren ser och interagerar med på en datorskärm, skärmen på en telefon eller annan typ av skärm. Användargränssnittet är utseendet av en programvara och det användaren visuellt kan tolka. I klartext tillåter ett användargränssnitt en användare att interagera med hårdvara genom inmatning (användarens påverkan på systemet) och utdata (resultat av användarens påverkan).

Grafiska användargränssnitt skiljer sig från de textbaserade avändargränssnitten som tidigare var dominerande. Textbaserade lösningar känns ofta igen i äldre DOS-program och typiskt hos dessa är textinmatning av diverse kommandon och parametrar som leder till påverkan av systemet. Numer är det de grafiska användargränssnitten som dominerar. Fördelen med dessa är att de bygger på igenkänningsmekanismen hos människans tänkande och att de därför tillåter ett mer intuitivt användande av systemet i och med att de är just grafiska.

Målet med examensarbetet var att designa en gränssnittsmall åt bildanalysföretaget Izolde. Gränssnittsmallen ska kunna modifieras för att kunna möta Izoldes kunders efterfrågan utifrån den typ av analys de vill kunna genomföra. För att kunna genomföra designprocessen krävdes djupare kunskap i vad användarvänlighet innebär och hur denna skall tillämpas i skapandet av ett grafiskt användargränssnitt. Med hjälp av vedertagna principer och teorier inom användarvänlighet var det möjligt att anta rollen som interaktionsdesigner. Interaktiondesign är en disciplin som definieras som beteendet och interaktionen mellan ett föremål, i detta fall ett grafiskt användargränssnitt, och dess användare.

För att säkerställa att designprocessen skulle resultera i ett attraktivt och användarvänligt grafiskt användargränssnitt krävdes även att tester utfördes på användare med olika grad av datorkunskap på de wireframes och prototyper som skapades. En wireframe är en tidig skiss av designen på det slutgiltiga grafiska gränssnittet och kan beskrivas som en enkel ritning på ett papper eller en grov skiss skapat med lämplig programvara av vad designers vision av det slutgiltiga resultatet är. Genom att rita skisser skapar designern sig en god uppfattning om hur det grafiska gränssnittet kommer att presenteras i dess slutgiltiga skick. Dessutom är det mycket enklare och snabbare att göra ändringar på en skiss än i ett avancerat program som kräver mer exakt precision. Prototyper är mer sofistikerade versioner av wireframes och skapas i ett senare skede av designprocessen. Prototyper bär också större likheter med den slutliga produkten än wireframes.

Designprocessen resulterade i ett flexibelt användarvänligt grafiskt användargränssnitt vars karaktär är anpassat i avseende på de kriterier som angetts av Izolde. Förhoppningen är att det skapade gränssnittet kommer kunna användas som en förändringsbar mall till ett gränssnitt som kan anpassas efter de kriterier och önskemål som ges av Izoldes kunder.

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46

Thi, Cam Thach Doan. "A GRAPHICAL USER INTERFACE FOR LARGE-SCALE GENE EXPRESSION ANALYSIS". Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20870.

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Recently, the whole-genome expression analysis – which is analyzing most or all of the genes in biological systems, and is a rich and powerful way to discover gene pathway - has become increasingly affordable because of the increasing amount of microarray data available in public databases. Additionally, due to the enormously available information content in these repositories, researchers have to spend large amount of time to decide on the right information to proceed. There should be an application to assist biological researchers reducing the time in finding good data sets to analyze. In this project, a thorough study in HCI, Information Visualization, interaction design and development methodologies are carried out in order to build a web-based user interface that enables searching and browsing gene expression data and their correlation (web-based). Findings from literature review are applied to create a web-based user interface in large-gene expression analysis. Then, a survey is carried out to collect and analyze pilot users‟ feedback. The questionnaire shows that the users are very interested in using the system and they would like to spend more time interacting with it. They give positive feedbacks about interactive data visualization in the website help them to save time on viewing, navigating and interpreting complicated data. Besides, it is easy to navigate and learn how to use the system to achieve interesting findings in biology. The questionnaire shows that the author is successful in applying findings from literature review to build the website. Besides, from the results there are suggestions for improvement such as the flexibility in the website by automatically recognizing the alias gene names from different databases, filling-in gene symbols using first few characters, narrowing down a search to a particular species such as human or rat, etc.
Program: Masterutbildning i Informatik
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47

Axelsson, Daniel. "Graphical User Interface Design of a Maintenance Support System : Using Prototyping and User-Centred Design". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149779.

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The interest in the complex relationship between the behaviour of users and the design of interactive system has been significantly increased as the digital technology has advanced. This has led to usability becoming one of the key elements in user-centred interaction design. Systems need to be designed in a usable way; efficient, use-enhancing, flexible and learnable and the design should also meet the user’s needs and aspirations. This thesis aimed to develop a more usable prototype of the Maintenance Ground Support System (MGSS), using prototyping and a user-centred design approach. The prototype was developed using an adaptation on the evolutionary software development process that consisted of four iterative steps. The prototypes were created, tested and evaluated with surrogate and end-users. The design of the prototype is based on a customizable and simple dashboard application that supports multiple user needs and requirements, in a familiar environment where the user can feel confident and be in control. Based on usability testing, the prototype was concluded to be more efficient, understandable as well as easier to use than the existing system.
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48

Kastemaa, Juho. "Recognizing Compound Facial Expressions of Virtual Characters in Augmented Reality". Thesis, KTH, Beräkningsvetenskap och beräkningsteknik (CST), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210233.

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How is it possible to design virtual characters that can express different emotions such as compound emotions that are a mix of basic emotion expressions? Augmented reality (AR) can create engaging experiences for participants, and in recent years, virtual faces and virtual characters have become increasingly realistic and expressive, for example, when reducing costs using therapeutic applications. The validity of virtual expression has been shown in studies on desktop computers but less so in AR. In this paper, the basic emotions and the compound emotions of virtual characters were studied and the character was designed to work with Microsoft HoloLens in AR. The process of creating basic emotion blends to a human virtual character was created and the animations were modified using Unity3D game engine. The participants (n = 24) experienced the virtual character in a job interview context wearing HoloLens mixed reality glasses. The virtual character made basic and compound facial expressions and the participants were asked to label them. The result show that all participants successfully recognized seven basic emotions and seven compound emotions from a virtual character in AR using HoloLens; however, disgust was confused with sad, and angry was sometimes confused with disgust. Also, the fearfully surprised was often mistaken with awed. The result show that the compound emotions were recognized quite well and the results indicate that the perceived valence changes depending on the facial expressions. The study provides insights into how blended emotive expressions for virtual characters are created and perceived.
Hur är det möjligt att designa virtuella karaktärer som kan uttrycka olika känslor, till exempel blandade känslor som är en blandning av grundläggande känslor? Augmented Reality (AR) kan skapa engagerande upplevelser för deltagarna, och de senaste åren har virtuella ansikten och virtuella karaktärer blivit alltmer realistiska och uttrycksfulla, till exempel då kostnaderna minskas med hjälp av terapeutiska tillämpningar. Giltigheten av virtuellt uttryck har visats i studier på stationära datorer, men mindre i AR. I denna rapport studerades de grundläggande känslorna och hur de blandade känslorna av virtuella karaktären kan konstrueras för att fungera med Microsoft HoloLens i AR. Processen att skapa blandade känslor till en mänsklig virtuell karaktär konstruerades och animationerna modifierades med hjälp av Unity3D-spelmotor. Deltagarna (n = 24) upplevde den virtuella karaktären i en jobbintervju med Microsofts HoloLens. Den virtuella karaktären gjorde grundläggande och sammansatta ansiktsuttryck och deltagarna ombads kategorisera dom. Resultatet visar att alla deltagare framgångsrikt erkänt sju grundläggande känslor och sju blandade känslor från en virtuell karaktär i AR med hjälp av HoloLens; disgust var ihopblandad med sad, och angry var ibland ihopblandad med disgust. Fearfully surprised blev också ofta felaktig ihopblandad med awed. Studiens resultat visar att de blandade känslorna var lätta att känna igen och resultaten antyder på att den uppfattade valens förändras beroende på ansiktsuttryck. Studien ger insikter om hur blandade känslouttryck för virtuella karaktärer har konstruerats och uppfattats.
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49

Su, Po-Chang. "REAL-TIME CAPTURE AND RENDERING OF PHYSICAL SCENE WITH AN EFFICIENTLY CALIBRATED RGB-D CAMERA NETWORK". UKnowledge, 2017. https://uknowledge.uky.edu/ece_etds/110.

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From object tracking to 3D reconstruction, RGB-Depth (RGB-D) camera networks play an increasingly important role in many vision and graphics applications. With the recent explosive growth of Augmented Reality (AR) and Virtual Reality (VR) platforms, utilizing camera RGB-D camera networks to capture and render dynamic physical space can enhance immersive experiences for users. To maximize coverage and minimize costs, practical applications often use a small number of RGB-D cameras and sparsely place them around the environment for data capturing. While sparse color camera networks have been studied for decades, the problems of extrinsic calibration of and rendering with sparse RGB-D camera networks are less well understood. Extrinsic calibration is difficult because of inappropriate RGB-D camera models and lack of shared scene features. Due to the significant camera noise and sparse coverage of the scene, the quality of rendering 3D point clouds is much lower compared with synthetic models. Adding virtual objects whose rendering depend on the physical environment such as those with reflective surfaces further complicate the rendering pipeline. In this dissertation, I propose novel solutions to tackle these challenges faced by RGB-D camera systems. First, I propose a novel extrinsic calibration algorithm that can accurately and rapidly calibrate the geometric relationships across an arbitrary number of RGB-D cameras on a network. Second, I propose a novel rendering pipeline that can capture and render, in real-time, dynamic scenes in the presence of arbitrary-shaped reflective virtual objects. Third, I have demonstrated a teleportation application that uses the proposed system to merge two geographically separated 3D captured scenes into the same reconstructed environment. To provide a fast and robust calibration for a sparse RGB-D camera network, first, the correspondences between different camera views are established by using a spherical calibration object. We show that this approach outperforms other techniques based on planar calibration objects. Second, instead of modeling camera extrinsic using rigid transformation that is optimal only for pinhole cameras, different view transformation functions including rigid transformation, polynomial transformation, and manifold regression are systematically tested to determine the most robust mapping that generalizes well to unseen data. Third, the celebrated bundle adjustment procedure is reformulated to minimize the global 3D projection error so as to fine-tune the initial estimates. To achieve a realistic mirror rendering, a robust eye detector is used to identify the viewer's 3D location and render the reflective scene accordingly. The limited field of view obtained from a single camera is overcome by our calibrated RGB-D camera network system that is scalable to capture an arbitrarily large environment. The rendering is accomplished by raytracing light rays from the viewpoint to the scene reflected by the virtual curved surface. To the best of our knowledge, the proposed system is the first to render reflective dynamic scenes from real 3D data in large environments. Our scalable client-server architecture is computationally efficient - the calibration of a camera network system, including data capture, can be done in minutes using only commodity PCs.
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50

Creel, Desiree. "PolyXpress+: Using Social Networking to Enhance the User Experience of an Interactive Location-Based Storytelling Application". DigitalCommons@CalPoly, 2019. https://digitalcommons.calpoly.edu/theses/1969.

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There’s no denying the ever increasing presence of social networking in our daily lives. Every day, people share what they are thinking, doing, and experiencing. But even more so, they check their favorite networks to see what the people in their lives are sharing. Social networking has become so prevalent that most applications incorporate it since it keeps users engaged and beckons them back to the application again and again. PolyXpress is an interactive, location-based storytelling mobile application that functions as a platform for creating and experiencing stories. Written as a research project at California Polytechnic State University, it allows users to play through stories in real-world locations by using their smart phones. However, in an age of social networking, PolyXpress falls behind the curve, as it does not contain any social features. The work in this thesis aims to test if adding social networking features to PolyX- press will increase user engagement by performing a usability study. The new social features allow users to participate in public forums about stories, message friends while playing stories, and view their friends’ experiences within the app. The results of the study indicate that the overall user experience of PolyXpress was not increased by the social networking features; however, these features are desired and liked by the users. 70% of the experimental group enjoyed using the social features, while 30% remained indifferent. The problem is that the new features disrupted app satisfac- tion, as UI satisfaction decreased from 100% with the control group to 40% with the experimental group.
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