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Virtual-reality (VR) is an immersive technology with a growing market and many applications for gesture recognition. This thesis presents a VR gesture recognition method using signal processing techniques. The core concept is based on the comparison of motion features in the form of signals between a runtime recording of users and a possible gesture set. This comparison yields a similarity score through which the most similar gesture can be recognized by a continuous recognition system. Some selected comparison methods are presented, evaluated and discussed. An example implementation is demonstrated. However, due to an introduced layer model parts of the method and its implementation are interchangeable.
Similar or even better performance is achieved compared to other related work. The comparison method Dynamic Time Warping (DTW) reaches an average positive recognitions rate of 98.18% with acceptable real-time application performance. Additionally, the method comes with some benefits: position and direction of users is irrelevant, body proportions have no significant negative impact on recognition rates, faster and slower gesture executions are possible, no user inputs are needed to communicate gesture start and end (continuous recognition), also continuous gestures can be recognized, and the recognition is fast enough to trigger gesture specific events already during the execution.
This report offers a survey of the methods that are being deployed at leading digital libraries to assess the use and usability of their online collections and services. Focusing on 24 Digital Library Federation member libraries, the study's author, Distinguished DLF Fellow Denise Troll Covey, conducted numerous interviews with library professionals who are engaged in assessment. The report describes the application, strengths, and weaknesses of assessment techniques that include surveys, focus groups, user protocols, and transaction log analysis. Covey's work is also an essential methodological guidebook. For each method that she covers, she is careful to supply a definition, explain why and how libraries use the method, what they do with the results, and what problems they encounter. The report includes an extensive bibliography on more detailed methodological information, and descriptions of assessment instruments that have proved particularly effective.
The publication culture on Urban Agriculture (UA) is nearly exclusively inhabited by idealist and practitioner proponents. Foremost the economics (oftentimes influenced by Marxism) dare to critique the sustainability of the movement. In short, the people that start a UA project eventually require help from their city through recognition and policy support. The full breadth of intentions of these people are principally unknown, and this hinders policy design, in turn. Investigating these rationales (using Skot-Hansens Five Es (2005)) is the scope of this paper. It identifies a number of necessary policy changes, but ultimately pinpoints that it requires the involvement of activists, NGOs, and individual UA champions to raise awareness and to participate in policy design and implementation. It is found that, in one or the other way, most UA proponents motives can be traced back to a facet of community empowerment. Amongst the variety of rationales, especially the non-capitalist culture of UA is said to further its sustainability (not just in economic terms), because it brings forth a culture that embodies the said empowerment and shapes a democratic, inclusive sharing community. Hence, UA is identified as a strategy for urban cultural regeneration.
This study investigates the possibility of using Bartle’s player types for gamification
in the context of language learning apps. By taking user preferences into
account, this might assist in selecting the most suitable game elements. Learning
apps are gaining popularity as an innovative method for obtaining an independent
and flexible learning experience. Gamification keeps users motivated and involved
with the content.
After the research on the usage of gamification and its effects on the user, a language
learning app prototype was created. The evaluation consisted of a user test with
interview questions and the short User Experience Questionnaire (UEQ). The Bartle
test of gamer psychology was used to determine the player types of the participants.
The results show that, while player type and gamification preference can partially
coincide, there are too many deviations to confidently say it can be transferred into
gamification contexts. We conclude that game elements should not be chosen based
on a user’s Bartle player type and are more effectively used by incorporating a variety
of different gamification components.
Climate change is one of the greatest societal challenges of our time. The global food production alone accounts for 26% of global greenhouse gas emissions. Without dietary changes, the challenges of climate protection can hardly be achieved in the food sector. Technology has the ability to significantly change society and it can be used to change people’s attitude or behaviors.
The current study investigated the potential of using Persuasive Technology for guiding consumers to implement sustainable food choices. To evaluate its impact, an online grocery store was designed and prototyped using the Persuasive Systems Design model according to Oinas-Kukkonen and Harjumaa. The intended target behavior was to adjust food choices and make sustainable consumption decisions. The target group consisted of individuals between the ages 20 and 34 years.
The iterative approach of the empirical study was divided into four parts: First, the requirements of the target group were analyzed. Then a concept of the grocery online shop was developed using the design principles of the Persuasive Systems Design model. The concept Foodprint was prototypically implemented and consequently, evaluated via A/B testing with target users. Two high-fidelity prototypes were similarly structured with the only difference that Prototype A contained persuasive elements. Prototype B was intended to collect comparative data in the user tests. Ten individuals of the target group evaluated the prototypes and their impressions of the concept and food choices were examined to assess the impact of the Persuasive Systems Design model.
The data were analyzed qualitatively as well as quantitatively. Prototype A – with the persuasive elements – showed a more positive user experience. The evaluation of tests A and B revealed that the persuasive elements were able to influence users to identify sustainable food options.
In general, it can be concluded that testers from both tests, A and B, rated the grocery online store as helpful and would be willing using it in the future. However, it became also evident that the target group lacked knowledge to make informed decisions about the environmental impact of their food choices. As observed in the current study, the participants considered it difficult to assess the sustainability level of foods when grocery shopping. Their purchasing decisions relied on labels and erroneous assumptions. These observations indicate the need for more support in making sustainable food choices.
The Persuasive Systems Design model had the potential to influence the users in their food choices, suggesting that it may be an option to contribute to environmental protection in the food sector. Over time, consumers may even become more aware of the impact of their food choices and hence, could adjust their purchasing behavior in stationary retail stores.
Web Accessibility is becoming increasingly important. Guidelines and according tests were created in order to ensure Web Accessibility for everyone. Detailed reports are created in order to advise content creators on this topic. However, these reports can be even more elaborate than the guidelines themselves with their very specific and technical vocabulary and their sheer length. This makes it hard, especially for non-experts, to understand what the results mean and to know where to start.
StroCards is a functional prototype developed to help viewers of Web Accessibility reports understand their contents easier. One way of doing this is by sorting and filtering identified accessibility issues. It can generate charts from the number of failed, passed and not applicable success criteria that highlight aspects that are not explained in the report itself. It can explain the user how well each of the tested website performs in terms of accessibility regarding different responsibilities. One of its key features is generating individual reports for individual responsibilities like e.g. visual design. With this functionality a designer like in this example, could receive a list of issues that are relevant to them without being overwhelmed by issues that they cannot solve. This creates a more efficient handling of the report. Besides displaying the report highlighting project roles, StroCards can have a more human-centered and empathetic approach by showing which user groups are affected and therefore excluded by accessibility issues on the website. This makes the long list of guidelines more tangible – especially for non-experts.
In the process of developing StroCards, some design decisions were made with a group of experts. The implemented functional prototype was tested in a qualitative and quantitative user study. It was perceived as easier to understand and better to work with.
A tool like this could wildly help people maintaining, creating, and developing websites to put these Web Accessibility guidelines into practice and consequently minimize exclusion of people from websites.
Innovative architecture and networks for learner-centred, local education and life-long-learning are receiving growing attention. Yet, practitioners still require practical guidance, given the challenge of involving and interacting with new and diverse stake-holder groups, such as architects and politicians, or the community at large. With the goal of advancing scientific and practical frameworks, this thesis approaches how stakeholders in ‘education-centred urban development’ (ECUD) can be helped to accomplish mutual understanding and more effective communication and interaction during planning.
Assuming the organizational theory of ‘networked governance’ (NG), a literature re-view is conducted across ‘institutional learning space development’ (ILSD) and the ‘learning city / region’ discourse (LCR), in order to discuss stakeholder involvement in planning. Six key themes are summarized and tested against a case study of ‘Hume Global Learning Village’ (HGLV), Australia, using a document analysis and expert online interviews.
The review finds the following themes: First, the concepts of ILSD and ECUD can be very abstract to comprehend, and stakeholders’ varied understandings of ‘learning’ demands an open, continuous dialogue. Next, individual leadership needs to initiate a vision, and multiply buy-in and followers. Securing sustainable funding sources is a precondition to foster participation and commitment. Long-standing organizational ‘silo-thinking’ has to be opened up towards cultures of sharing, collaboration, and innovation. Facilitation capacities are crucial to provide an inclusive planning process where con-sent and commitment is fostered. Lastly, change and positive learning effects may take a long time to show – this expectation has to be internalized by all stakeholders.
Despite few optimal interview sources, the case study confirms the themes, and illustrates that excess leadership can ensure the other conditions. This suggests that the six themes can serve as a framework for practitioners to conduct successful stake-holder involvement in planning. However, they are not unique among good-case literature. Moreover, the review shows a literature gap in how a suitable degree of stakeholder involvement can be selected. It is recommended to consolidate the various, alterna-tive planning processes and models, and further triangulate local experiences, in order to close this gap and derive more comprehensive and universal tools for practitioners.
Secure Search
(2011)
Nowadays it is easy to track web users among websites: cookies, web bugs or browser fingerprints are very useful techniques to achieve this. The data collected can be used to derive a specific user profile. This information can be used by third parties to present personalized advertisements while surfing the web. In addition a potential attacker could monitor all web traffic of an user e.g. its search queries. As a conclusion the attacker knows the intentions of the web user and of the company he is working for. As competitors maybe very interested in such information, this could lead to a new form of industrial espionage. In this paper I present some of the techniques commonly used. I illustrate some problems caused by the usage of insecure transmission lines and compromised search engines. Some camouflage techniques presented may help to protect the web users identity. This paper is a based on the lecture "Secure Systems" teached by Professor Walter Kriha at the Media University (HdM) Stuttgart.
This bachelor thesis wants to describe a prototypical implementation of a 3D user interface for intuitive real-time set editing in virtual production. Furthermore this approach is evaluated qualitatively through a user group, testing the device and fill in a questionnaire. The dimension of virtual elements created with computer graphics technology in all areas of entertainment industry is steadily growing since the past years. Nevertheless can the editing process of virtual elements still require a costly process in terms of time and money. With the appearance of new input devices and improved tracking technologies it is interesting to evaluate if a real-time editing process could improve this situation. Being currently bound to experts on special workstations, this could lead to a more intuitive and real-time workflow, enabling everybody on a film set to influence the digital editing process and work collaboratively on the scene consisting of virtual and real elements.
In order to publish Linked Open Data, the source data has to be prepared. This term paper introduces basic procedures of this publishing process. The focus is on the theoretical process of publishing, aspects of technical realization of this process through different approaches and the description of a first attempt to put the publishing process into practice with some sample data.