902 resultados para User-centered system design -- TFC
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This thesis investigates the pressure-based control of a variable-speed-driven pump system in the case of existing output pressure measurement and in the case of sensorless system, where the actual output pressure value is calculated with the steady state estimator.
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User experience is a crucial element in interactive storytelling, and as such it is important to recognize the different aspects of a positive user experience in an interactive story. Towards that goal, in the first half of this thesis, we will go through the different elements that make up the user experience, with a strong focus on agency. Agency can be understood as the user’s ability to affect the story or the world in which the story is told with interesting and satisfying choices. The freedoms granted by agency are not completely compatible with traditional storytelling, and as such we will also go through some of the issues of agency-centric design philosophies and explore alternate schools of thought. The core purpose of this thesis is to determine the most important aspects of agency with regards to a positive user experience and attempt to find ways for authors to improve the overall quality of user experience in interactive stories. The latter half of this thesis deals with the research conducted on this matter. This research was carried out by analyzing data from an online survey coupled with data gathered by the interactive storytelling system specifically made for this research (Regicide). The most important aspects of this research deal with influencing perceived agency and facilitating an illusion of agency in different ways, and comparing user experiences in these different test environments. The most important findings based on this research include the importance of context-controlled and focused agency and settings in which the agency takes place and the importance of ensuring user-competency within an interactive storytelling system. Another essential conclusion to this research boils down to communication between the user and the system; the goal of influencing perceived agency should primarily be to ensure that the user is aware of all the theoretical agency they possess.
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In much of the previous research into the field of interactive storytelling, the focus has been on the creation of complete systems, then evaluating the performance of those systems based on user experience. Less focus has been placed on finding general solutions to problems that manifest in many different types of interactive storytelling systems. The goal of this thesis was to identify potential candidates for metrics that a system could use to predict player behavior or how players experience the story they are presented with, and to put these metrics to an empirical test. The three metrics that were used were morality, relationships and conflict. The game used for user testing of the metrics, Regicide is an interactive storytelling experience that was created in conjunction with Eero Itkonen. Data, in the forms of internal system data and survey answers, collected through user testing, was used to evaluate hypotheses for each metric. Out of the three chosen metrics, morality performed the best in this study. Though further research and refinement may be required, the results were promising, and point to the conclusion that user responses to questions of morality are a strong predictor for their choices in similar situations later on in the course of an interactive story. A similar examination for user relationships with other characters in the story did not produce promising results, but several problems were recognized in terms of methodology and further research with a better optimized system may yield different results. On the subject of conflict, several aspects, proposed by Ware et al. (2012), were evaluated separately. Results were inconclusive, with the aspect of directness showing the most promise.
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The review of intelligent machines shows that the demand for new ways of helping people in perception of the real world is becoming higher and higher every year. This thesis provides information about design and implementation of machine vision for mobile assembly robot. The work has been done as a part of LUT project in Laboratory of Intelligent Machines. The aim of this work is to create a working vision system. The qualitative and quantitative research were done to complete this task. In the first part, the author presents the theoretical background of such things as digital camera work principles, wireless transmission basics, creation of live stream, methods used for pattern recognition. Formulas, dependencies and previous research related to the topic are shown. In the second part, the equipment used for the project is described. There is information about the brands, models, capabilities and also requirements needed for implementation. Although, the author gives a description of LabVIEW software, its add-ons and OpenCV which are used in the project. Furthermore, one can find results in further section of considered thesis. They mainly represented by screenshots from cameras, working station and photos of the system. The key result of this thesis is vision system created for the needs of mobile assembly robot. Therefore, it is possible to see graphically what was done on examples. Future research in this field includes optimization of the pattern recognition algorithm. This will give less response time for recognizing objects. Presented by author system can be used also for further activities which include artificial intelligence usage.
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The User Experience (UX) designers are undoubtedly aware of how many UX design methods currently exist and that sometimes it becomes a problem to choose an appropriate one. What are all of methods that designers have in their “arsenal”? When can they use them? This thesis presents the research on the design methods in the contemporary context of User Experience (UX) and Innovations by using a survey approach. The study is limited to cover the domain of consumer mobile services development and provider companies around the world. The study follows 2 clear objectives: (1) to understand what design methods are currently used in that context and to what extent they are used (2) to identify at what stage according to the UX design thinking process for creating innovations they are placed. The study contributes to the research in the field of UX design and Innovations and extends the knowledge in that field together with communities’ (UXPA, SIGCHI, SIGSOFT) members’ cooperation. The research is vital due to lack of information on design practices and their application in the chosen context.
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In 2002, The Ontario Federation of School Athletic Associations (OFSAA) identified that in providing extracurricular sport programs schools are faced with the 'new realities' of the education system. Although research has been conducted exploring the pressures impacting the provision of extracurricular school sport (Donnelly, Mcloy, Petherick, & Safai, 2000), few studies within the field have focused on understanding extracurricular school sport from an organizational level. The focus of this study was to examine the organizational design (structure, systems, and values) of the extracurricular sport department within three Ontario high schools, as well as to understand the context within which the departments exist. A qualitative multiple case study design was adopted and three public high schools were selected from one district school board in Ontario to represent the cases under investigation. Interviews, observations and documents were used to analyze the extracurricular sport department design of each case and to better understand the context within which the departments exist. As the result of the analysis of the structure, systems and values of each case, two designs emerged- Design KT1 and Design KT2. Differences in the characteristics of design archetype KT1 and KT2 centered on the design dimension of values, and therefore this study identified that contrasting organizational values reflect differences in design types. The characteristics of the Kitchen Table archetype were found to be transferable to the sub-sector of extracurricular school sport, and therefore this research provides a springboard for further research in organizational design within the education sector of extracurricular high school sport. Interconnections were found between the data associated with the external and internal contexts within which the extracurricular sport departments exist. The analysis of the internal context indicated the important role played by organizational members in shaping the context within which the departments exist. The analysis of the external context highlighted the institutional pressures that were present within the education environment. Both political and cultural expectations related to the role of extracurricular sport within schools were visible and were subsequently used by the high schools to create legitimacy and prestige, and to access resources.
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The "Java Intelligent Tutoring System" (JITS) research project focused on designing, constructing, and determining the effectiveness of an Intelligent Tutoring System for beginner Java programming students at the postsecondary level. The participants in this research were students in the School of Applied Computing and Engineering Sciences at Sheridan College. This research involved consistently gathering input from students and instructors using JITS as it developed. The cyclic process involving designing, developing, testing, and refinement was used for the construction of JITS to ensure that it adequately meets the needs of students and instructors. The second objective in this dissertation determined the effectiveness of learning within this environment. The main findings indicate that JITS is a richly interactive ITS that engages students on Java programming problems. JITS is equipped with a sophisticated personalized feedback mechanism that models and supports each student in his/her learning style. The assessment component involved 2 main quantitative experiments to determine the effectiveness of JITS in terms of student performance. In both experiments it was determined that a statistically significant difference was achieved between the control group and the experimental group (i.e., JITS group). The main effect for Test (i.e., pre- and postiest), F( l , 35) == 119.43,p < .001, was qualified by a Test by Group interaction, F( l , 35) == 4.98,p < .05, and a Test by Time interaction, F( l , 35) == 43.82, p < .001. Similar findings were found for the second experiment; Test by Group interaction revealed F( 1 , 92) == 5.36, p < .025. In both experiments the JITS groups outperformed the corresponding control groups at posttest.
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Si les principes d’utilisabilité guident la conception de solutions de design interactif pour s’assurer que celles-ci soient « utilisables », quels principes guident la conception d’objets interactifs pour s’assurer que l’expérience subjective de l’usager (UX) soit adéquate et mémorable? Que manque-t-il au cadre de l‘UX pour expliquer, comprendre, et anticiper en tant que designer une expérience mémorable (‘an experience’; Dewey, 1934)? La question centrale est issue d’une double problématique : (1) le cadre théorique de l’UX est incomplet, et (2) les processus et capacités des designers ne sont pas considérés et utilisés à leur pleine capacité en conception UX. Pour répondre à cette question, nous proposons de compléter les modèles de l’UX avec la notion d’expérience autotélique qui appartient principalement à deux cadres théoriques ayant bien cerné l’expérience subjective, soit l’expérience optimale (ou Flow) de Csikszentmihalyi (1988) et l’expérience esthétique selon Schaeffer (2001). L’autotélie est une dimension interne du Flow alors qu’elle couvre toute l’expérience esthétique. L’autotélie est une expérience d’éveil au moment même de l’interaction. Cette prise de conscience est accompagnée d’une imperceptible tension de vouloir faire durer ce moment pour faire durer le plaisir qu’il génère. Trois études exploratoires ont été faites, s’appuyant sur une analyse faite à partir d’un cadre théorique en trois parties : le Flow, les signes d’activité non verbale (les gestes physiques) et verbale (le discours) ont été évalués pour voir comment ceux-ci s’associent. Nos résultats tendent à prouver que les processus spatiaux jouent un rôle de premier plan dans l’expérience autotélique et par conséquent dans une UX optimale. De plus, ils suggèrent que les expériences pragmatique et autotélique sont ancrées dans un seul et même contenu, et que leur différence tient au type d’attention que le participant porte sur l’interaction, l’attention ordinaire ou de type autotélique. Ces résultats nous ont menés à proposer un modèle pour la conception UX. L’élément nouveau, resté jusqu’alors inaperçu, consiste à s’assurer que l’interface (au sens large) appelle une attitude réceptive à l’inattendu, pour qu’une information puisse déclencher les processus spatiaux, offrant une opportunité de passer de l’attention ordinaire à l’attention autotélique. Le nouveau modèle ouvre la porte à une meilleure valorisation des habiletés et processus du designer au sein de l’équipe multidisciplinaire en conception UX.
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In the present study the development of bioreactors for nitrifying water in closed system hatcheries of penaeid and non-penaeid prawns. This work is an attempt in this direction to cater to the needs of aquaculture industry for treatment and remediation of ammonia and nitrate in penaeid and non-penaeid hatcheries, by developing nitrifying bacteria allochthonous to the particular environment under consideration, and immobilizing them on an appropriately designed support materials configured as reactors. Ammonia toxicity is the major limiting factors in penaeid and non-penaeid hatchery systems causing lethal and sublethal effects on larvae depending on the pH values. Pressing need of the aquaculture industry to have a user friendly and economically viable technology for the removal of ammonia, which can be easily integrated to the existing hatchery designs without any major changes or modifications. Only option available now is to have biological filters through which water can be circulated for the oxidation of ammonia to nitrate through nitrite by a group of chemolithotrophs known as nitrifying bacteria. Two types of bioreactors have been designed and developed. The first category named as in situ stringed bed suspended bioreactor(SBSBR) was designed for use in the larval rearing tanks to remove ammonia and nitrite during larval rearing on a continuous basis, and the other to be used for nitrifying freshly collected seawater and spent water named as ex situ packed bed bioreactior(PBBR). On employing the two reactors together , both penaeid and non-penaeid larval rearing systems can be made a closed recirculating system at least for a season. A survey of literature revealed that the in situ stringed bed suspended reactor developed here is unique in its design, fabrication and mode of application.
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This work is aimed at building an adaptable frame-based system for processing Dravidian languages. There are about 17 languages in this family and they are spoken by the people of South India.Karaka relations are one of the most important features of Indian languages. They are the semabtuco-syntactic relations between verbs and other related constituents in a sentence. The karaka relations and surface case endings are analyzed for meaning extraction. This approach is comparable with the borad class of case based grammars.The efficiency of this approach is put into test in two applications. One is machine translation and the other is a natural language interface (NLI) for information retrieval from databases. The system mainly consists of a morphological analyzer, local word grouper, a parser for the source language and a sentence generator for the target language. This work make contributios like, it gives an elegant account of the relation between vibhakthi and karaka roles in Dravidian languages. This mapping is elegant and compact. The same basic thing also explains simple and complex sentence in these languages. This suggests that the solution is not just ad hoc but has a deeper underlying unity. This methodology could be extended to other free word order languages. Since the frame designed for meaning representation is general, they are adaptable to other languages coming in this group and to other applications.
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The goal of this work was developing a query processing system using software agents. Open Agent Architecture framework is used for system development. The system supports queries in both Hindi and Malayalam; two prominent regional languages of India. Natural language processing techniques are used for meaning extraction from the plain query and information from database is given back to the user in his native language. The system architecture is designed in a structured way that it can be adapted to other regional languages of India. . This system can be effectively used in application areas like e-governance, agriculture, rural health, education, national resource planning, disaster management, information kiosks etc where people from all walks of life are involved.
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Analog-to digital Converters (ADC) have an important impact on the overall performance of signal processing system. This research is to explore efficient techniques for the design of sigma-delta ADC,specially for multi-standard wireless tranceivers. In particular, the aim is to develop novel models and algorithms to address this problem and to implement software tools which are avle to assist the designer's decisions in the system-level exploration phase. To this end, this thesis presents a framework of techniques to design sigma-delta analog to digital converters.A2-2-2 reconfigurable sigma-delta modulator is proposed which can meet the design specifications of the three wireless communication standards namely GSM,WCDMA and WLAN. A sigma-delta modulator design tool is developed using the Graphical User Interface Development Environment (GUIDE) In MATLAB.Genetic Algorithm(GA) based search method is introduced to find the optimum value of the scaling coefficients and to maximize the dynamic range in a sigma-delta modulator.
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The demand for new telecommunication services requiring higher capacities, data rates and different operating modes have motivated the development of new generation multi-standard wireless transceivers. A multi-standard design often involves extensive system level analysis and architectural partitioning, typically requiring extensive calculations. In this research, a decimation filter design tool for wireless communication standards consisting of GSM, WCDMA, WLANa, WLANb, WLANg and WiMAX is developed in MATLAB® using GUIDE environment for visual analysis. The user can select a required wireless communication standard, and obtain the corresponding multistage decimation filter implementation using this toolbox. The toolbox helps the user or design engineer to perform a quick design and analysis of decimation filter for multiple standards without doing extensive calculation of the underlying methods.
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This paper presents the design and development of a frame based approach for speech to sign language machine translation system in the domain of railways and banking. This work aims to utilize the capability of Artificial intelligence for the improvement of physically challenged, deaf-mute people. Our work concentrates on the sign language used by the deaf community of Indian subcontinent which is called Indian Sign Language (ISL). Input to the system is the clerk’s speech and the output of this system is a 3D virtual human character playing the signs for the uttered phrases. The system builds up 3D animation from pre-recorded motion capture data. Our work proposes to build a Malayalam to ISL
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A GIS has been designed with limited Functionalities; but with a novel approach in Aits design. The spatial data model adopted in the design of KBGIS is the unlinked vector model. Each map entity is encoded separately in vector fonn, without referencing any of its neighbouring entities. Spatial relations, in other words, are not encoded. This approach is adequate for routine analysis of geographic data represented on a planar map, and their display (Pages 105-106). Even though spatial relations are not encoded explicitly, they can be extracted through the specially designed queries. This work was undertaken as an experiment to study the feasibility of developing a GIS using a knowledge base in place of a relational database. The source of input spatial data was accurate sheet maps that were manually digitised. Each identifiable geographic primitive was represented as a distinct object, with its spatial properties and attributes defined. Composite spatial objects, made up of primitive objects, were formulated, based on production rules defining such compositions. The facts and rules were then organised into a production system, using OPS5