A genetic algorithm to obtain optimum parameters for a halcon vision system
- Authors: Fulton, Dale Meares
- Date: 2017
- Subjects: Genetic algorithms , Artificial intelligence , Automation , User interfaces (Computer systems)
- Language: English
- Type: Thesis , Masters , MEng
- Identifier: http://hdl.handle.net/10948/29751 , vital:30774
- Description: This report discusses the optimisation of a HALCON vision system using artificial intelligence, specifically a genetic algorithm. Within industrial applications, vision systems are often used for automated part inspection and quality control. A number of vision system parameters are to be selected when setting up a vision system. Since each vision system application differs, there is no specific set of optimal parameters. Parameters are selected during installation using a trial and error method. As a result, there is a need for an automated process for obtaining suitable vision system parameters. Within this report, research was conducted on both vision systems, genetic algorithms and integration of the two. A physical vision system was designed and developed utilising HALCON vision software. A genetic algorithm was then developed and integrated with the vision system. After integration, experimental testing was performed on the genetic algorithm in order to determine the ideal genetic algorithm control parameters which yield ideal genetic algorithm performance. Once the ideal genetic algorithm was obtained, the genetic algorithm was applied to the vision system in order to obtain optimal vision system parameters. Results showed that applying the genetic algorithm to the vision system optimised the vision system performance well.
- Full Text:
- Date Issued: 2017
- Authors: Fulton, Dale Meares
- Date: 2017
- Subjects: Genetic algorithms , Artificial intelligence , Automation , User interfaces (Computer systems)
- Language: English
- Type: Thesis , Masters , MEng
- Identifier: http://hdl.handle.net/10948/29751 , vital:30774
- Description: This report discusses the optimisation of a HALCON vision system using artificial intelligence, specifically a genetic algorithm. Within industrial applications, vision systems are often used for automated part inspection and quality control. A number of vision system parameters are to be selected when setting up a vision system. Since each vision system application differs, there is no specific set of optimal parameters. Parameters are selected during installation using a trial and error method. As a result, there is a need for an automated process for obtaining suitable vision system parameters. Within this report, research was conducted on both vision systems, genetic algorithms and integration of the two. A physical vision system was designed and developed utilising HALCON vision software. A genetic algorithm was then developed and integrated with the vision system. After integration, experimental testing was performed on the genetic algorithm in order to determine the ideal genetic algorithm control parameters which yield ideal genetic algorithm performance. Once the ideal genetic algorithm was obtained, the genetic algorithm was applied to the vision system in order to obtain optimal vision system parameters. Results showed that applying the genetic algorithm to the vision system optimised the vision system performance well.
- Full Text:
- Date Issued: 2017
A model for managing user experience
- Authors: Mashapa, Job
- Date: 2013
- Subjects: Technological innovations -- Management , User interfaces (Computer systems)
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:9826 , http://hdl.handle.net/10948/d1020765
- Description: New innovative products are being designed while the user interface of existing products is constantly being revamped to give them a new look. All this is an effort to bring a satisfactory interacting experience for the user. However, in most cases users do not feel that they experience that benefit. The introduction of a new product, or the enhancement of the functionality and user interface of an existing product, often faces criticism and brings resistance to the acceptance and usage of the product by the users. Therefore, the change in user interface or introduction of new products does not only affect the business processes but also the lifestyles of the users, as well as their overall user experience. One of the most important components for the success of any product is a positive user experience. User experience refers to the subjective feeling of the user that results from their interaction or intention to interact with a product in order to perform a specific task in a specific environment. When the user interface and functionality of a product match the expectations of the users and make the users effective and efficient, feel safe and attain some level of self-worth from using or possessing the product, their interaction with the product becomes more satisfactory. User experience practitioners are in agreement that a change to the user interface influences the user experience of the people when interacting with the product; hence it affects change in the user experience of the people. A vast body of literature exists on the methods for evaluating user experience as well as on the principles that are aimed at guiding the design of products for a positive user experience. However, there is a lack of a means to manage this change in user experience that results from the changes in the features of the user interface or the product functionalities. This inadequacy opens up the potential for integrating change management principles in order to manage user experience. However, existing change management principles do not address the user experience aspects when managing change. Following the above premise, this study focused on the development of a model for managing user experience: the User Experience Management Model (UXM2). The UXM2 infers its components from the disciplines of user experience and change management. Its uniqueness is seated in its people-centred approach that aims to effect a free-will change in the individuals towards a long-term positive user experience. The proposed model further aims to promote the voluntary acceptance of a product, which is contrary to the mandatory change that is guided by the policies of the organization, as discussed in the study. The UXM2 was developed from a thorough argumentation of literature on user experience and change management. The components that were required for development of the model were identified from literature, and were evaluated for their relevance by means of academic publications in subject domain international conferences. The academic publications underwent double-blind peer review with subject domain experts. The model was evaluated for its relevance and potential applicability through interviews and discussions with subject domain experts. The subject domain experts consist of user experience practitioners and academic professionals in the domain of HCI. The subject domain experts also evaluated the model by means of an evaluation tool comprising of a Likert scale rating of the proposed components and related activities for managing user experience. The target users of the UXM2 are user experience practitioners and product developers who aim to promote a sustainable long-term positive user experience for the people interacting with their products. The UXM2 is aimed at being used for the design of products that are meant for institutional use, personal use, mandatory use and optional use. It is believed that adoption of the UXM2 will promote acceptance of the product by users, with an associated sustainable positive long-term user experience.
- Full Text:
- Date Issued: 2013
- Authors: Mashapa, Job
- Date: 2013
- Subjects: Technological innovations -- Management , User interfaces (Computer systems)
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:9826 , http://hdl.handle.net/10948/d1020765
- Description: New innovative products are being designed while the user interface of existing products is constantly being revamped to give them a new look. All this is an effort to bring a satisfactory interacting experience for the user. However, in most cases users do not feel that they experience that benefit. The introduction of a new product, or the enhancement of the functionality and user interface of an existing product, often faces criticism and brings resistance to the acceptance and usage of the product by the users. Therefore, the change in user interface or introduction of new products does not only affect the business processes but also the lifestyles of the users, as well as their overall user experience. One of the most important components for the success of any product is a positive user experience. User experience refers to the subjective feeling of the user that results from their interaction or intention to interact with a product in order to perform a specific task in a specific environment. When the user interface and functionality of a product match the expectations of the users and make the users effective and efficient, feel safe and attain some level of self-worth from using or possessing the product, their interaction with the product becomes more satisfactory. User experience practitioners are in agreement that a change to the user interface influences the user experience of the people when interacting with the product; hence it affects change in the user experience of the people. A vast body of literature exists on the methods for evaluating user experience as well as on the principles that are aimed at guiding the design of products for a positive user experience. However, there is a lack of a means to manage this change in user experience that results from the changes in the features of the user interface or the product functionalities. This inadequacy opens up the potential for integrating change management principles in order to manage user experience. However, existing change management principles do not address the user experience aspects when managing change. Following the above premise, this study focused on the development of a model for managing user experience: the User Experience Management Model (UXM2). The UXM2 infers its components from the disciplines of user experience and change management. Its uniqueness is seated in its people-centred approach that aims to effect a free-will change in the individuals towards a long-term positive user experience. The proposed model further aims to promote the voluntary acceptance of a product, which is contrary to the mandatory change that is guided by the policies of the organization, as discussed in the study. The UXM2 was developed from a thorough argumentation of literature on user experience and change management. The components that were required for development of the model were identified from literature, and were evaluated for their relevance by means of academic publications in subject domain international conferences. The academic publications underwent double-blind peer review with subject domain experts. The model was evaluated for its relevance and potential applicability through interviews and discussions with subject domain experts. The subject domain experts consist of user experience practitioners and academic professionals in the domain of HCI. The subject domain experts also evaluated the model by means of an evaluation tool comprising of a Likert scale rating of the proposed components and related activities for managing user experience. The target users of the UXM2 are user experience practitioners and product developers who aim to promote a sustainable long-term positive user experience for the people interacting with their products. The UXM2 is aimed at being used for the design of products that are meant for institutional use, personal use, mandatory use and optional use. It is believed that adoption of the UXM2 will promote acceptance of the product by users, with an associated sustainable positive long-term user experience.
- Full Text:
- Date Issued: 2013
Distributing intelligence in the wireless control of a mobile robot using a personal digital assistant
- Authors: Ophoff, Madri
- Date: 2011
- Subjects: Mobile robots , User interfaces (Computer systems)
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: vital:9598 , http://hdl.handle.net/10948/1355 , Mobile robots , User interfaces (Computer systems)
- Description: Personal Digital Assistants (PDAs) have recently become a popular component in mobile robots. This compact processing device with its touch screen, variety of built-in features, wireless technologies and affordability can perform various roles within a robotic system. Applications include low-cost prototype development, rapid prototyping, low-cost humanoid robots, robot control, robot vision systems, algorithm development, human-robot interaction, mobile user interfaces as well as wireless robot communication schemes. Limits on processing power, memory, battery life and screen size impact the usefulness of a PDA in some applications. In addition various implementation strategies exist, each with its own strengths and weaknesses. No comparison of the advantages and disadvantages of the different strategies and resulting architectures exist. This makes it difficult for designers to decide on the best use of a PDA within their mobile robot system. This dissertation examines and compares the available mobile robot architectures. A thorough literature study identifies robot projects using a PDA and examines how the designs incorporate a PDA and what purpose it fulfils within the system it forms part of. The dissertation categorises the architectures according to the role of the PDA within the robot system. The hypothesis is made that using a distributed control system architecture makes optimal use of the rich feature set gained from including a PDA in a robot system’s design and simultaneously overcomes the device’s inherent shortcomings. This architecture is developed into a novel distributed intelligence framework that is supported by a hybrid communications architecture, using two wireless connection schemes. A prototype implementation illustrates the framework and communications architecture in action. Various performance measurements are taken in a test scenario for an office robot. The results indicate that the proposed framework does deliver performance gains and is a viable alternative for future projects in this area.
- Full Text:
- Date Issued: 2011
- Authors: Ophoff, Madri
- Date: 2011
- Subjects: Mobile robots , User interfaces (Computer systems)
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: vital:9598 , http://hdl.handle.net/10948/1355 , Mobile robots , User interfaces (Computer systems)
- Description: Personal Digital Assistants (PDAs) have recently become a popular component in mobile robots. This compact processing device with its touch screen, variety of built-in features, wireless technologies and affordability can perform various roles within a robotic system. Applications include low-cost prototype development, rapid prototyping, low-cost humanoid robots, robot control, robot vision systems, algorithm development, human-robot interaction, mobile user interfaces as well as wireless robot communication schemes. Limits on processing power, memory, battery life and screen size impact the usefulness of a PDA in some applications. In addition various implementation strategies exist, each with its own strengths and weaknesses. No comparison of the advantages and disadvantages of the different strategies and resulting architectures exist. This makes it difficult for designers to decide on the best use of a PDA within their mobile robot system. This dissertation examines and compares the available mobile robot architectures. A thorough literature study identifies robot projects using a PDA and examines how the designs incorporate a PDA and what purpose it fulfils within the system it forms part of. The dissertation categorises the architectures according to the role of the PDA within the robot system. The hypothesis is made that using a distributed control system architecture makes optimal use of the rich feature set gained from including a PDA in a robot system’s design and simultaneously overcomes the device’s inherent shortcomings. This architecture is developed into a novel distributed intelligence framework that is supported by a hybrid communications architecture, using two wireless connection schemes. A prototype implementation illustrates the framework and communications architecture in action. Various performance measurements are taken in a test scenario for an office robot. The results indicate that the proposed framework does deliver performance gains and is a viable alternative for future projects in this area.
- Full Text:
- Date Issued: 2011
User-interface evaluation metrics for a typical M-Learning application
- Authors: Kantore, Adelin
- Date: 2011
- Subjects: User interfaces (Computer systems) , Mobile communication systems
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: vital:9749 , http://hdl.handle.net/10948/1452 , User interfaces (Computer systems) , Mobile communication systems
- Description: Usability is seen as an important aspect for the quality of an M-learning application. Yet very little research has been conducted in this area – particularly in South Africa. Even though the trials of M-learning projects have been witnessed in the country during the last five years, very little is known about the systems that were implemented as regards their usability. Additionally, metrics and measures used in evaluating usability have not been reported. A need exists for relevant metrics to M-learning usability. The primary objective of this work was to propose metrics and measures – for the purpose of evaluating the User-Interfacedesign usability of M-learning application. The research included a literature review of M-learning, as well as the development of metrics and measures based on the Goal Question Metric (GQM) Model. This model has helped provide a reference model and measurements for evaluating the User-InterfaceUsability. A case study was used as a research strategy. An application called Kontax was selected for evaluation by users and expert reviewers. Data-collection methods consisted of User Testing and Heuristics evaluations. Data-gathering instruments included the use of surveys and user- satisfaction questionnaires based on the proposed metrics, task scenarios and expert-reviewed questionnaires based on the proposed metrics; all these instruments were developed. It was found that, although the users thought the system was very interesting, and they wished to hear more about it in the future, the system nevertheless had usability flaws which made it difficult to use. All the users failed to register so that they could use the system; additionally, the system-error messages did not help the users recognize, and recover from an error – leaving the user to simply log out. Help was not adequate, thus making it difficult for first-time users to know what to do when they needed support. The system was also said to have a lot of information presented on its home page, which caused the user to be disoriented. The Kontax application has usability flaws which should be III attended to, in order to improve its usability. The proposed metrics proved to be very useful in evaluating the usability of the tool.
- Full Text:
- Date Issued: 2011
- Authors: Kantore, Adelin
- Date: 2011
- Subjects: User interfaces (Computer systems) , Mobile communication systems
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: vital:9749 , http://hdl.handle.net/10948/1452 , User interfaces (Computer systems) , Mobile communication systems
- Description: Usability is seen as an important aspect for the quality of an M-learning application. Yet very little research has been conducted in this area – particularly in South Africa. Even though the trials of M-learning projects have been witnessed in the country during the last five years, very little is known about the systems that were implemented as regards their usability. Additionally, metrics and measures used in evaluating usability have not been reported. A need exists for relevant metrics to M-learning usability. The primary objective of this work was to propose metrics and measures – for the purpose of evaluating the User-Interfacedesign usability of M-learning application. The research included a literature review of M-learning, as well as the development of metrics and measures based on the Goal Question Metric (GQM) Model. This model has helped provide a reference model and measurements for evaluating the User-InterfaceUsability. A case study was used as a research strategy. An application called Kontax was selected for evaluation by users and expert reviewers. Data-collection methods consisted of User Testing and Heuristics evaluations. Data-gathering instruments included the use of surveys and user- satisfaction questionnaires based on the proposed metrics, task scenarios and expert-reviewed questionnaires based on the proposed metrics; all these instruments were developed. It was found that, although the users thought the system was very interesting, and they wished to hear more about it in the future, the system nevertheless had usability flaws which made it difficult to use. All the users failed to register so that they could use the system; additionally, the system-error messages did not help the users recognize, and recover from an error – leaving the user to simply log out. Help was not adequate, thus making it difficult for first-time users to know what to do when they needed support. The system was also said to have a lot of information presented on its home page, which caused the user to be disoriented. The Kontax application has usability flaws which should be III attended to, in order to improve its usability. The proposed metrics proved to be very useful in evaluating the usability of the tool.
- Full Text:
- Date Issued: 2011
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