1,998 research outputs found
Superar el límite de la pantalla:el futuro integrado del diseño industrial e innovación de la interfaz
Tesis inédita de la Universidad Complutense de Madrid, Facultad de Bellas Artes, leída el 27-11-2019The goals of this thesis are to streamline the design process of CDDs for both theirhardware and software, simplify the process of their conception, creation andproduction, motivate the design and interactive innovations for the next generationof CDDs.Starting with the process of investigating the design history of CDDs, we noticed theincreasing bi-directional influence between the graphical interface design and theindustrial design of these products. We started to work on the hypothesis:“A connection point between classical industrial design theories and moderninnovations in the world of interface design can be found, and the future of CDDrequires a universal design system for both its hardware and software.”In order to put our hypothesis into practice, it is important to clarify the generic andspecific objectives...El fin de esta tesis es mejorar el proceso de diseño de DDC tanto para su hardware como para su software, simplificar el proceso de concepción, creación y producción,así como motivar el diseño y las innovaciones interactivas para la próxima generación de DDC. Comenzando con un proceso de investigación que respete la historia del diseño de los DDC, notamos un incremento en la influencia bidireccional entre el diseño de interfaz gráfica y el diseño industrial de estos productos. Trabajamos sobre esta hipótesis: “Se puede encontrar un punto de conexión entre las teorías clásicas de diseño industrial y las innovaciones modernas en el mundo del diseño de interfaz. El futuro de los DDC requiere un sistema de diseño unificado para ambos: hardware y software.”Para poner nuestra hipótesis en práctica, es importante aclarar los objetivos genéricos y específicos...Fac. de Bellas ArtesTRUEunpu
Novel EOD Robot Design with a Dexterous Gripper and Intuitive Teleoperation
This project focuses on the design and implementation of an intelligent Explosive Ordinance Disposal (EOD) robot to provide law enforcement agencies with a cost effective and reliable robotic platform. The key features of the robot include an intuitive user interface which provides additional sensor feedback and enhanced visual awareness, an onboard three degree of freedom manipulator arm, and a dexterous gripper allowing for the removal of detonators. The robot provides a safe distance threat assessment and increased capacity for explosive ordinance disposal, improving the effectiveness of bomb disposal teams. The robot\u27s low-cost, intuitive operation and ease-of-maintenance promote its widespread appeal, thereby saving the lives of both law enforcement personnel and civilians
Interaction and Interdependency of Software Engineering Methods and Visual Programming
Visual Programming Languages and Visual Programming Tools incorporate non-procedural coding mechanisms that may duplicate, or perhaps even conflict with, the analysis and design mechanisms promulgated by the mainstream Software Engineering methodologies. By better understanding such duplication and conflict, software engineers can take proactive measures to accommodate and, ideally, eliminate them. Better still, there may be opportunities for synergy that can be exploited if one is looking for them.
This research explored, documented and classified the interactions and interdependencies, both positive (synergies) and negative (conflicts), between two closely related and rapidly evolving Computer Science subdisciplines: software engineering and visual programming. A literature search was conducted to surface, evaluate, and build upon (where appropriate) recent and ongoing research in this area. A mechanism was created to capture observations of conflicts and synergies. This capture mechanism was applied to an experimentation test bed that was established to provide concrete examples of gaps, overlaps, conflicts, and synergies. In this regard, two relatively simple applications, one data-base oriented and one algorithm oriented, were designed and implemented using multiple software engineering methods and multiple visual tools/languages.
A software prototype, which bridges one of the gaps discovered during the research, was built to underscore the importance of eventually merging Computer Aided Software Engineering and visual development tools. The overall results as well as anticipated trends and developments in the area of software engineering and visual programming were summarized. The synergy/conflict observations, in conjunction with the literature search results, were used to develop strategies and guidelines for successfully using visual programming languages and tools in concert with sound software engineering methods
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Semi-automated mobile television interactive application generation based on XHTML and Java ME
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University, 11/02/2011.Mobile Digital TV (MDTV), the hybrid of Digital Television (DTV) and mobile devices (such as mobile phones), has introduced a new way for people to watch DTV and has brought new opportunities for development in the DTV industry. Nowadays, the development of the next generation MDTV service has progressed in terms of both hardware layers and software, with interactive services/applications becoming one of the future MDTV service trends. However, current MDTV interactive services still lack in terms of attracting the consumers and the service creation and implementation process relies too much on commercial solutions, resulting in most parts of the process being proprietary. In addition, this has increased the technical demands for developers as well as has increased substantially the cost of producing and maintaining MDTV services. In light of the aforementioned situation, the Thesis has contributed to this field, by proposing an innovative MDTV service creation and consumption system based on XHTML and Java ME. On the head-end it introduces a semi-automatic creation mechanism to facilitate a less technical and more efficient interactive service creation process. This enables designers and creative individuals to be actively involved in the MDTV service creation process and to develop interactive-rich MDTV service. On the client-end it employs an open-source software environment as the interactive service MDTV consumption platform, rendering the MDTV service implementation process as less proprietary as possible. Furthermore, the Thesis offers a discussion on the different MDTV interactive application models currently used and based on the proposed software, a novel MDTV service presentation method is further introduced and adopted instead of the Rich Media and ECMAScript based methods. Finally, a series of qualitative testing procedures have been implemented with regards to conducting an essential evaluation on the operability of the proposed software system
Design of a Personal Health Monitor Interface for Wireless, IP-based, Data Logging
Collaborating with the Enterprise Research Centre at the University of Limerick (UL) in Ireland, we designed, developed, and implemented a proof-of-concept glucose meter adapter that allows blood glucose level readings to be securely transmitted to a remote database via existing WiFi technology. By using open source software and embedded components, we have created a highly flexible platform that allows healthcare professionals to monitor patients in near real-time. Our device aims to simplify the lifestyle of diabetics while providing new opportunities for statistical research and analysis of diabetes
Approach towards an operational tool to apply institutional analysis for the assessment of policy feasibility within SEAMLESS-IF
Environmental Economics and Policy,
Automated Trading System
This is a final report which is part of the dissertation for the Master course Computation Finance. The title of this dissertation is “Automated Trading System”. As the name explains itself, this project is about building an automated trading system which employs the statistical arbitrage trading algorithm. In general, the project contains a mixture of computer science and quantitative finance. For the purpose of simplicity, the system is designed with a simple user interface and streamlined business logic compare to a real world commercial trading system. The purpose of building this system is to build a starting point so that having a profitable trading algorithm implemented into the system will increase the probability of having a profitable trading system. The build phase of the project utilises Visual C++ programming language within the .NET framework
A Utility Framework for Selecting Immersive Interactive Capability and Technology for Virtual Laboratories
There has been an increase in the use of virtual reality (VR) technology in the education community since VR is emerging as a potent educational tool that offers students with a rich source of educational material and makes learning exciting and interactive. With a rise of popularity and market expansion in VR technology in the past few years, a variety of consumer VR electronics have boosted educators and researchers’ interest in using these devices for practicing engineering and science laboratory experiments. However, little is known about how such devices may be well-suited for active learning in a laboratory environment. This research aims to address this gap by formulating a utility framework to help educators and decision-makers efficiently select a type of VR device that matches with their design and capability requirements for their virtual laboratory blueprint. Furthermore, a framework use case is demonstrated by not only surveying five types of VR devices ranging from low-immersive to full-immersive along with their capabilities (i.e., hardware specifications, cost, and availability) but also considering the interaction techniques in each VR device based on the desired laboratory task. To validate the framework, a research study is carried out to compare these five VR devices and investigate which device can provide an overall best-fit for a 3D virtual laboratory content that we implemented based on the interaction level, usability and performance effectiveness
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