A comparison of implementation platforms for the visualisation of animal family trees
- Authors: Kanotangudza, Priviledge
- Date: 2024-04
- Subjects: Business intelligence -- Computer programs , Human-computer interaction , Computer science
- Language: English
- Type: Master's theses , text
- Identifier: http://hdl.handle.net/10948/64105 , vital:73653
- Description: Genealogy is the study of family history. Family trees are used to show ancestry and visualise family history. Animal family trees are different from human family trees as animals have more offspring to represent in a family tree visualisation. Auctioneering organisations, such as Boere Korporasie Beperk (BKB), provide livestock auction catalogues containing pictures of the animal on sale, the animal’s family tree and its breeding and selection data. Modern-day farming has become data-driven and livestock farmers use various online devices and platforms to obtain information, such as real-time milk production, animal health monitoring and to manage farming operations. This study investigated and compared two Business Intelligence (BI) platforms namely Microsoft Power BI and Tableau (Salesforce) and the Python programming language used in the implementation of cattle family tree charts. Animal family tree visualisation requirements were identified from analysing data collected from 23 agriculture users and auction attendees who responded to an online questionnaire. The results of an online survey showed that agriculture users preferred an animal family tree that resembled a human one, which is not currently used in livestock auction catalogues. A conference paper was published based on the survey results. The Design Science Research Methodology (DSRM) was used to aid in creating animal family tree charts using Power BI, Tableau and Python. The author compared the visualisation tools against selected criteria, such as learnability, portability interoperability and security. Usability evaluations using eye tracking were conducted with agriculture users in a usability lab to compare the artefacts developed using Power BI and Python. Tableau was discarded during the implementation process as it did not produce the required family tree visualisation The Technology Acceptance Model (TAM) theory, which seeks to predict the acceptance and use of technology based on users' perception of its usefulness and ease of use, was used to guide the research study in evaluating the artefacts. According to TAM, the adoption of the proposed technology to solve the problem of a static animal family tree in livestock auction catalogues was dependent on the agriculture user’s beliefs. This was based upon that the technology would help them make better buying decisions at livestock auctions effortlessly. The other theory used in this study was the Task Technology Fit (TTF). This theory was used mainly to create the task list to be used in the usability test. The results showed that the author of this work and the agriculture users preferred the artefact produced by Power BI. The learnability and development time was shorter and the User Interface (UI) created was more intuitive. The findings of this study indicated that the present auction catalogue could be supplemented using interactive online animal family tree visualisations created using Power BI. This study recommended that livestock auctioneering organisations should, in addition to providing paper catalogues, provide farmers with an online platform to view the family trees of cattle on auction to enhance purchasing decisions. , Thesis (MCom) -- Faculty of Science, School of Computer Science, Mathematics, Physics and Statistics, 2024
- Full Text:
- Date Issued: 2024-04
- Authors: Kanotangudza, Priviledge
- Date: 2024-04
- Subjects: Business intelligence -- Computer programs , Human-computer interaction , Computer science
- Language: English
- Type: Master's theses , text
- Identifier: http://hdl.handle.net/10948/64105 , vital:73653
- Description: Genealogy is the study of family history. Family trees are used to show ancestry and visualise family history. Animal family trees are different from human family trees as animals have more offspring to represent in a family tree visualisation. Auctioneering organisations, such as Boere Korporasie Beperk (BKB), provide livestock auction catalogues containing pictures of the animal on sale, the animal’s family tree and its breeding and selection data. Modern-day farming has become data-driven and livestock farmers use various online devices and platforms to obtain information, such as real-time milk production, animal health monitoring and to manage farming operations. This study investigated and compared two Business Intelligence (BI) platforms namely Microsoft Power BI and Tableau (Salesforce) and the Python programming language used in the implementation of cattle family tree charts. Animal family tree visualisation requirements were identified from analysing data collected from 23 agriculture users and auction attendees who responded to an online questionnaire. The results of an online survey showed that agriculture users preferred an animal family tree that resembled a human one, which is not currently used in livestock auction catalogues. A conference paper was published based on the survey results. The Design Science Research Methodology (DSRM) was used to aid in creating animal family tree charts using Power BI, Tableau and Python. The author compared the visualisation tools against selected criteria, such as learnability, portability interoperability and security. Usability evaluations using eye tracking were conducted with agriculture users in a usability lab to compare the artefacts developed using Power BI and Python. Tableau was discarded during the implementation process as it did not produce the required family tree visualisation The Technology Acceptance Model (TAM) theory, which seeks to predict the acceptance and use of technology based on users' perception of its usefulness and ease of use, was used to guide the research study in evaluating the artefacts. According to TAM, the adoption of the proposed technology to solve the problem of a static animal family tree in livestock auction catalogues was dependent on the agriculture user’s beliefs. This was based upon that the technology would help them make better buying decisions at livestock auctions effortlessly. The other theory used in this study was the Task Technology Fit (TTF). This theory was used mainly to create the task list to be used in the usability test. The results showed that the author of this work and the agriculture users preferred the artefact produced by Power BI. The learnability and development time was shorter and the User Interface (UI) created was more intuitive. The findings of this study indicated that the present auction catalogue could be supplemented using interactive online animal family tree visualisations created using Power BI. This study recommended that livestock auctioneering organisations should, in addition to providing paper catalogues, provide farmers with an online platform to view the family trees of cattle on auction to enhance purchasing decisions. , Thesis (MCom) -- Faculty of Science, School of Computer Science, Mathematics, Physics and Statistics, 2024
- Full Text:
- Date Issued: 2024-04
A process for integrated fitness and menstrual cycle data visualisations
- Authors: Taljaard, Isabelle
- Date: 2024-04
- Subjects: Human-computer interaction , Personal information management , Medical informatics -- Standards
- Language: English
- Type: Master's theses , text
- Identifier: http://hdl.handle.net/10948/64379 , vital:73689
- Description: The increase in female participation in sport has led to an increase in research reporting on the relationship between fitness and menstrual cycle (F&M) data. Fitness variables such as VO2 max and heart rate are influenced by menstrual hormones and change with the different phases of a cycle. People frequently track both their F&M data, to understand their long-term activity and their body’s changes during the different cycle phases. Both these data sets are tracked and visualised separately to help people understand their data, however little work has been done to visualise the relationship between the two data sets. A process that guides the creation of an integrated F&M visualisation does not exist. This research aimed to develop and adopt a process that could be used to successfully guide the creation of an integrated F&M visualisation. The study followed the Design Science Research Methodology (DSRM) to create a primary and secondary artefact – the process and instantiation thereof. The DSRM was applied in iterative cycles where the process was developed, instantiations created and evaluated by participants. To develop the process, existing data processing and visualisation processes were reviewed from literature, to assess their successes and shortcomings. The review of existing processes revealed what steps, and factors related to those steps, would need to be considered. The process review highlighted the importance of five process steps: planning, collection, access, integration, and visualisation. Once the conceptual process was designed, it was adapted for the goal of creating an integrated F&M data visualisation. Prior to implementation, the process was first tested in a pilot study to ensure its validity before involving participants in data collection. After the process pilot study, the final implementation of the process took place and participants were recruited. In the first step of the process, the different fitness data types that are influenced by the menstrual cycle, and vice versa, were identified through a literature review. In the second step, devices to be used for data collection were evaluated and tested through exploratory testing and review of user manuals available online. The third and fourth steps, access, and integration were informed by further exploratory testing and review of relevant literature. The fifth step, data visualisation, was guided by relevant studies, Hick’s law, and the Schema Theory. Two Iterations of DSR were conducted in two phases. Phase 1 (P1) was the instantiation of the planning, collection, access, and processing steps. Participants wore smartwatches while going about their daily lives and working out and tracked their menstrual cycle to collect data. P1data was used to create several instantiations of the process. The second phase (P2) was the instantiation the visualisation step. The final visualisations, resulting from the instantiations, were evaluated by participants in P2. The review notes were used to improve both the process and the final visualisations. Both P1 and P2 were repeated (iterated) twice. The recommended process can be used by anyone who wants to create an integrated F&M visualisation and was designed to be modular so that users could choose to follow the whole process or only specific steps. The findings of this research can provide guidance to users, developers and smartwatch manufacturers of what people’s preferences are for these integrated visualisations. It also provides guidance for those who wish to create their own visualisations without needing prior programming experience or knowledge, since easy to use, online visualisation tools are recommended. The process instantiations will assist people, especially women, to better understand their menstrual cycle and how it affects their physical well-being. , Thesis (MCom) -- Faculty of Science, School of Computer Science, Mathematics, Physics and Statistics, 2024
- Full Text:
- Date Issued: 2024-04
- Authors: Taljaard, Isabelle
- Date: 2024-04
- Subjects: Human-computer interaction , Personal information management , Medical informatics -- Standards
- Language: English
- Type: Master's theses , text
- Identifier: http://hdl.handle.net/10948/64379 , vital:73689
- Description: The increase in female participation in sport has led to an increase in research reporting on the relationship between fitness and menstrual cycle (F&M) data. Fitness variables such as VO2 max and heart rate are influenced by menstrual hormones and change with the different phases of a cycle. People frequently track both their F&M data, to understand their long-term activity and their body’s changes during the different cycle phases. Both these data sets are tracked and visualised separately to help people understand their data, however little work has been done to visualise the relationship between the two data sets. A process that guides the creation of an integrated F&M visualisation does not exist. This research aimed to develop and adopt a process that could be used to successfully guide the creation of an integrated F&M visualisation. The study followed the Design Science Research Methodology (DSRM) to create a primary and secondary artefact – the process and instantiation thereof. The DSRM was applied in iterative cycles where the process was developed, instantiations created and evaluated by participants. To develop the process, existing data processing and visualisation processes were reviewed from literature, to assess their successes and shortcomings. The review of existing processes revealed what steps, and factors related to those steps, would need to be considered. The process review highlighted the importance of five process steps: planning, collection, access, integration, and visualisation. Once the conceptual process was designed, it was adapted for the goal of creating an integrated F&M data visualisation. Prior to implementation, the process was first tested in a pilot study to ensure its validity before involving participants in data collection. After the process pilot study, the final implementation of the process took place and participants were recruited. In the first step of the process, the different fitness data types that are influenced by the menstrual cycle, and vice versa, were identified through a literature review. In the second step, devices to be used for data collection were evaluated and tested through exploratory testing and review of user manuals available online. The third and fourth steps, access, and integration were informed by further exploratory testing and review of relevant literature. The fifth step, data visualisation, was guided by relevant studies, Hick’s law, and the Schema Theory. Two Iterations of DSR were conducted in two phases. Phase 1 (P1) was the instantiation of the planning, collection, access, and processing steps. Participants wore smartwatches while going about their daily lives and working out and tracked their menstrual cycle to collect data. P1data was used to create several instantiations of the process. The second phase (P2) was the instantiation the visualisation step. The final visualisations, resulting from the instantiations, were evaluated by participants in P2. The review notes were used to improve both the process and the final visualisations. Both P1 and P2 were repeated (iterated) twice. The recommended process can be used by anyone who wants to create an integrated F&M visualisation and was designed to be modular so that users could choose to follow the whole process or only specific steps. The findings of this research can provide guidance to users, developers and smartwatch manufacturers of what people’s preferences are for these integrated visualisations. It also provides guidance for those who wish to create their own visualisations without needing prior programming experience or knowledge, since easy to use, online visualisation tools are recommended. The process instantiations will assist people, especially women, to better understand their menstrual cycle and how it affects their physical well-being. , Thesis (MCom) -- Faculty of Science, School of Computer Science, Mathematics, Physics and Statistics, 2024
- Full Text:
- Date Issued: 2024-04
Gamification Recommendations to address the user experience of the security education and training course at the Nelson Mandela University
- Authors: Mdiniso, Thandokazi
- Date: 2023-04
- Subjects: Gamification , Human-computer interaction , Safety training programs, Nelson Mandela University
- Language: English
- Type: Master's theses , Thesis
- Identifier: http://hdl.handle.net/10948/65053 , vital:74012
- Description: The use of technology alone cannot ensure a secure environment for organisations. Consideration should be given to the human aspect of cybersecurity. User errors are rooted in a lack of awareness and ignorance. A security awareness programme allows organisations to equip employees with the knowledge required to safeguard their data. The Security Education and Training (SEAT) course provided at the Nelson Mandela University seeks to bridge the gap by providing the necessary tools to equip students to be better employees for their future employers. However, the SEAT course is fairly outdated and has a poor user experience. Gamification has therefore been considered to address the user experience of the SEAT course. Incorporating game elements can help to increase the positive user experience of a system. User experience designers use gamification and well-chosen game elements to improve user experience. People enjoy using systems that are full of excitement, and that challenge and encourage a competitive spirit. The primary objective of this study is to provide recommendations for the gamification of the user experience of the SEAT course at the Nelson Mandela University. The primary objective is further divided into several secondary objectives that aim to address the proposed problem. The secondary objectives are to investigate user experience, identifying the most common user experience evaluation methods; to understand gamification and to identify relevant game elements that could enhance the user experience of the SEAT course at the Nelson Mandela University; to evaluate the user experience of the Nelson Mandela University SEAT course and to identify opportunities to implement the identified game elements; to implement the identified game elements into the selected module of the SEAT course. A literature review was conducted to gather an understanding of user experience, user experience evaluation methods, gamification, and game elements. A prototype was created using the information gathered in the literature review, based on a component of the SEAT course. The prototype incorporates different game elements that foster motivation in users. The prototype is used as a proof-of-concept, demonstrating that gamification can address the user experience of the SEAT course. Self-evaluations were conducted on both the SEAT course and the prototype, as a first step in comparing the user experience of the original SEAT course with the proof-of-concept prototype. Finally, gamification recommendations were proposed to address the user experience of the SEAT course. , Thesis (MIT) -- Faculty of Engineering, the Built Environment and Information Technology, School of Information Techonology, 2023
- Full Text:
- Date Issued: 2023-04
- Authors: Mdiniso, Thandokazi
- Date: 2023-04
- Subjects: Gamification , Human-computer interaction , Safety training programs, Nelson Mandela University
- Language: English
- Type: Master's theses , Thesis
- Identifier: http://hdl.handle.net/10948/65053 , vital:74012
- Description: The use of technology alone cannot ensure a secure environment for organisations. Consideration should be given to the human aspect of cybersecurity. User errors are rooted in a lack of awareness and ignorance. A security awareness programme allows organisations to equip employees with the knowledge required to safeguard their data. The Security Education and Training (SEAT) course provided at the Nelson Mandela University seeks to bridge the gap by providing the necessary tools to equip students to be better employees for their future employers. However, the SEAT course is fairly outdated and has a poor user experience. Gamification has therefore been considered to address the user experience of the SEAT course. Incorporating game elements can help to increase the positive user experience of a system. User experience designers use gamification and well-chosen game elements to improve user experience. People enjoy using systems that are full of excitement, and that challenge and encourage a competitive spirit. The primary objective of this study is to provide recommendations for the gamification of the user experience of the SEAT course at the Nelson Mandela University. The primary objective is further divided into several secondary objectives that aim to address the proposed problem. The secondary objectives are to investigate user experience, identifying the most common user experience evaluation methods; to understand gamification and to identify relevant game elements that could enhance the user experience of the SEAT course at the Nelson Mandela University; to evaluate the user experience of the Nelson Mandela University SEAT course and to identify opportunities to implement the identified game elements; to implement the identified game elements into the selected module of the SEAT course. A literature review was conducted to gather an understanding of user experience, user experience evaluation methods, gamification, and game elements. A prototype was created using the information gathered in the literature review, based on a component of the SEAT course. The prototype incorporates different game elements that foster motivation in users. The prototype is used as a proof-of-concept, demonstrating that gamification can address the user experience of the SEAT course. Self-evaluations were conducted on both the SEAT course and the prototype, as a first step in comparing the user experience of the original SEAT course with the proof-of-concept prototype. Finally, gamification recommendations were proposed to address the user experience of the SEAT course. , Thesis (MIT) -- Faculty of Engineering, the Built Environment and Information Technology, School of Information Techonology, 2023
- Full Text:
- Date Issued: 2023-04
Exploring young children’s tablet-based cognitive assessment within the Raymond Mhlaba Local Municipality: a case study approach.
- Authors: Mdyogolo, Thandokazi
- Date: 2020-02
- Subjects: Human-computer interaction
- Language: English
- Type: Master's theses , text
- Identifier: http://hdl.handle.net/10353/21070 , vital:46947
- Description: The adaptation and development of tablet-based measures are on the rise and hold promising prospects particularly for the rural South African context. However, limited research has been done on tablet-based assessment and whether it can be applied to the psychological assessment of the rural isiXhosa speaking children. For this reason the purpose of the study was to explore and describe how South African rural isiXhosa speaking children respond to a set of newly developed tablet-based items. By gathering information of this kind, the study hopes to inform and contribute to a larger national project concerned with the development of a tablet-based cognitive measure for isiXhosa speaking children. A multiple-case study design was utilized in a qualitative research paradigm. The data was collected amongst ten isiXhosa speaking children between the ages of 4 years and 5 years. The qualitative data was thematically analysed and Lincoln and Guba’s (1985) model for assessing the trustworthiness of qualitative data was applied. Findings indicate that tablet-based assessment holds promising prospects for the cognitive assessment of isiXhosa speaking children. However a number of factors were identified that influenced the rural isiXhosa speaking children’s performance on the tablet-based cognitive items. , Thesis (MSoc Sci) (Psychology) -- University of Fort Hare, 2021
- Full Text:
- Date Issued: 2020-02
- Authors: Mdyogolo, Thandokazi
- Date: 2020-02
- Subjects: Human-computer interaction
- Language: English
- Type: Master's theses , text
- Identifier: http://hdl.handle.net/10353/21070 , vital:46947
- Description: The adaptation and development of tablet-based measures are on the rise and hold promising prospects particularly for the rural South African context. However, limited research has been done on tablet-based assessment and whether it can be applied to the psychological assessment of the rural isiXhosa speaking children. For this reason the purpose of the study was to explore and describe how South African rural isiXhosa speaking children respond to a set of newly developed tablet-based items. By gathering information of this kind, the study hopes to inform and contribute to a larger national project concerned with the development of a tablet-based cognitive measure for isiXhosa speaking children. A multiple-case study design was utilized in a qualitative research paradigm. The data was collected amongst ten isiXhosa speaking children between the ages of 4 years and 5 years. The qualitative data was thematically analysed and Lincoln and Guba’s (1985) model for assessing the trustworthiness of qualitative data was applied. Findings indicate that tablet-based assessment holds promising prospects for the cognitive assessment of isiXhosa speaking children. However a number of factors were identified that influenced the rural isiXhosa speaking children’s performance on the tablet-based cognitive items. , Thesis (MSoc Sci) (Psychology) -- University of Fort Hare, 2021
- Full Text:
- Date Issued: 2020-02
An investigation into the use of intuitive control interfaces and distributed processing for enhanced three dimensional sound localization
- Authors: Hedges, Mitchell Lawrence
- Date: 2016
- Subjects: Human-computer interaction , Acoustic localization , Sound -- Equipment and supplies , Acoustical engineering , Surround-sound systems , Wireless sensor nodes
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4724 , http://hdl.handle.net/10962/d1020615
- Description: This thesis investigates the feasibility of using gestures as a means of control for localizing three dimensional (3D) sound sources in a distributed immersive audio system. A prototype system was implemented and tested which uses state of the art technology to achieve the stated goals. A Windows Kinect is used for gesture recognition which translates human gestures into control messages by the prototype system, which in turn performs actions based on the recognized gestures. The term distributed in the context of this system refers to the audio processing capacity. The prototype system partitions and allocates the processing load between a number of endpoints. The reallocated processing load consists of the mixing of audio samples according to a specification. The endpoints used in this research are XMOS AVB endpoints. The firmware on these endpoints were modified to include the audio mixing capability which was controlled by a state of the art audio distribution networking standard, Ethernet AVB. The hardware used for the implementation of the prototype system is relatively cost efficient in comparison to professional audio hardware, and is also commercially available for end users. the successful implementation and results from user testing of the prototype system demonstrates how it is a feasible option for recording the localization of a sound source. The ability to partition the processing provides a modular approach to building immersive sound systems. This removes the constraint of a centralized mixing console with a predetermined speaker configuration.
- Full Text:
- Date Issued: 2016
- Authors: Hedges, Mitchell Lawrence
- Date: 2016
- Subjects: Human-computer interaction , Acoustic localization , Sound -- Equipment and supplies , Acoustical engineering , Surround-sound systems , Wireless sensor nodes
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4724 , http://hdl.handle.net/10962/d1020615
- Description: This thesis investigates the feasibility of using gestures as a means of control for localizing three dimensional (3D) sound sources in a distributed immersive audio system. A prototype system was implemented and tested which uses state of the art technology to achieve the stated goals. A Windows Kinect is used for gesture recognition which translates human gestures into control messages by the prototype system, which in turn performs actions based on the recognized gestures. The term distributed in the context of this system refers to the audio processing capacity. The prototype system partitions and allocates the processing load between a number of endpoints. The reallocated processing load consists of the mixing of audio samples according to a specification. The endpoints used in this research are XMOS AVB endpoints. The firmware on these endpoints were modified to include the audio mixing capability which was controlled by a state of the art audio distribution networking standard, Ethernet AVB. The hardware used for the implementation of the prototype system is relatively cost efficient in comparison to professional audio hardware, and is also commercially available for end users. the successful implementation and results from user testing of the prototype system demonstrates how it is a feasible option for recording the localization of a sound source. The ability to partition the processing provides a modular approach to building immersive sound systems. This removes the constraint of a centralized mixing console with a predetermined speaker configuration.
- Full Text:
- Date Issued: 2016
User interface design guidelines for digital television virtual remote controls
- Authors: Wentzel, Alicia Veronica
- Date: 2016
- Subjects: Remote control , User interfaces (Computer systems) , Television broadcasting , Human-computer interaction
- Language: English
- Type: Thesis , Masters , MCom
- Identifier: vital:1158 , http://hdl.handle.net/10962/d1020617
- Description: The remote control is a pivotal component in households worldwide. It helps users enjoy leisurely television (TV) viewing. The remote control has various user interfaces that people interact with. For example, the physical user interface includes the shape of the remote and the physical buttons; the logical user interface refers to how the information is laid out; and the graphical user interface refers to the colours and aesthetic features of the remote control. All of the user interfaces together with the context of use, cultural factors, social factors, and prior experiences of the user influences the ways people interact with their remote control and ultimately has an effect on their user experiences. Advances in the broadcasting sector and transformations of the TV physical remote control have compounded the simple remote control into a multifaceted, indispensable device, overcrowded with buttons. The usability and ultimately the user experience of physical remote controls (PRCs) have been affected by the overloaded functionality and small button sizes. The usability issues with current PRCs, the evolution of mobile phones into touchscreen smartphones, and the trend of global companies moving towards virtual remote controls (VRCs) have prompted this research to discover what user interface design features will contribute towards an enhanced user experience for digital TV VRCs. This research used the design science research process model (DSRP), which comprised six steps, to investigate this topic area further. A review of the domain literature pertaining to mobile user experiences (MUX) and all the encompassing factors, mobile human computer interaction (MHCI) and the physical, logical, graphical and natural user interfaces was completed, as well as a review of the literature regarding the usability issues of PRCs and VRCs. A contextual task analysis (CTA) of a single South African digital TV PRC was used to identify how users utilise PRCs to perform tasks, and the usability issues they encountered during the tasks. Brainstorming focus groups were used to understand how to represent certain user interface elements and attempted to source ideas from users about what potential functionality digital TV VRCs should contain. Together with all the other results gathered from the previous chapters amalgamated into a set of user interface design guidelines for digital TV VRCs. The proposed user interface guidelines were used to instantiate a digital TV VRC prototype that underwent usability testing in order to validate the proposed user interface design guidelines. The results of the usability testing revealed that the user interface design guidelines for digital TV VRCs were successful, with the addition of one guideline that was discovered during the usability testing.
- Full Text:
- Date Issued: 2016
- Authors: Wentzel, Alicia Veronica
- Date: 2016
- Subjects: Remote control , User interfaces (Computer systems) , Television broadcasting , Human-computer interaction
- Language: English
- Type: Thesis , Masters , MCom
- Identifier: vital:1158 , http://hdl.handle.net/10962/d1020617
- Description: The remote control is a pivotal component in households worldwide. It helps users enjoy leisurely television (TV) viewing. The remote control has various user interfaces that people interact with. For example, the physical user interface includes the shape of the remote and the physical buttons; the logical user interface refers to how the information is laid out; and the graphical user interface refers to the colours and aesthetic features of the remote control. All of the user interfaces together with the context of use, cultural factors, social factors, and prior experiences of the user influences the ways people interact with their remote control and ultimately has an effect on their user experiences. Advances in the broadcasting sector and transformations of the TV physical remote control have compounded the simple remote control into a multifaceted, indispensable device, overcrowded with buttons. The usability and ultimately the user experience of physical remote controls (PRCs) have been affected by the overloaded functionality and small button sizes. The usability issues with current PRCs, the evolution of mobile phones into touchscreen smartphones, and the trend of global companies moving towards virtual remote controls (VRCs) have prompted this research to discover what user interface design features will contribute towards an enhanced user experience for digital TV VRCs. This research used the design science research process model (DSRP), which comprised six steps, to investigate this topic area further. A review of the domain literature pertaining to mobile user experiences (MUX) and all the encompassing factors, mobile human computer interaction (MHCI) and the physical, logical, graphical and natural user interfaces was completed, as well as a review of the literature regarding the usability issues of PRCs and VRCs. A contextual task analysis (CTA) of a single South African digital TV PRC was used to identify how users utilise PRCs to perform tasks, and the usability issues they encountered during the tasks. Brainstorming focus groups were used to understand how to represent certain user interface elements and attempted to source ideas from users about what potential functionality digital TV VRCs should contain. Together with all the other results gathered from the previous chapters amalgamated into a set of user interface design guidelines for digital TV VRCs. The proposed user interface guidelines were used to instantiate a digital TV VRC prototype that underwent usability testing in order to validate the proposed user interface design guidelines. The results of the usability testing revealed that the user interface design guidelines for digital TV VRCs were successful, with the addition of one guideline that was discovered during the usability testing.
- Full Text:
- Date Issued: 2016
A natural user interface architecture using gestures to facilitate the detection of fundamental movement skills
- Authors: Amanzi, Richard
- Date: 2015
- Subjects: Human activity recognition , Human-computer interaction
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: http://hdl.handle.net/10948/6204 , vital:21055
- Description: Fundamental movement skills (FMSs) are considered to be one of the essential phases of motor skill development. The proper development of FMSs allows children to participate in more advanced forms of movements and sports. To be able to perform an FMS correctly, children need to learn the right way of performing it. By making use of technology, a system can be developed that can help facilitate the learning of FMSs. The objective of the research was to propose an effective natural user interface (NUI) architecture for detecting FMSs using the Kinect. In order to achieve the stated objective, an investigation into FMSs and the challenges faced when teaching them was presented. An investigation into NUIs was also presented including the merits of the Kinect as the most appropriate device to be used to facilitate the detection of an FMS. An NUI architecture was proposed that uses the Kinect to facilitate the detection of an FMS. A framework was implemented from the design of the architecture. The successful implementation of the framework provides evidence that the design of the proposed architecture is feasible. An instance of the framework incorporating the jump FMS was used as a case study in the development of a prototype that detects the correct and incorrect performance of a jump. The evaluation of the prototype proved the following: - The developed prototype was effective in detecting the correct and incorrect performance of the jump FMS; and - The implemented framework was robust for the incorporation of an FMS. The successful implementation of the prototype shows that an effective NUI architecture using the Kinect can be used to facilitate the detection of FMSs. The proposed architecture provides a structured way of developing a system using the Kinect to facilitate the detection of FMSs. This allows developers to add future FMSs to the system. This dissertation therefore makes the following contributions: - An experimental design to evaluate the effectiveness of a prototype that detects FMSs - A robust framework that incorporates FMSs; and - An effective NUI architecture to facilitate the detection of fundamental movement skills using the Kinect.
- Full Text:
- Date Issued: 2015
- Authors: Amanzi, Richard
- Date: 2015
- Subjects: Human activity recognition , Human-computer interaction
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: http://hdl.handle.net/10948/6204 , vital:21055
- Description: Fundamental movement skills (FMSs) are considered to be one of the essential phases of motor skill development. The proper development of FMSs allows children to participate in more advanced forms of movements and sports. To be able to perform an FMS correctly, children need to learn the right way of performing it. By making use of technology, a system can be developed that can help facilitate the learning of FMSs. The objective of the research was to propose an effective natural user interface (NUI) architecture for detecting FMSs using the Kinect. In order to achieve the stated objective, an investigation into FMSs and the challenges faced when teaching them was presented. An investigation into NUIs was also presented including the merits of the Kinect as the most appropriate device to be used to facilitate the detection of an FMS. An NUI architecture was proposed that uses the Kinect to facilitate the detection of an FMS. A framework was implemented from the design of the architecture. The successful implementation of the framework provides evidence that the design of the proposed architecture is feasible. An instance of the framework incorporating the jump FMS was used as a case study in the development of a prototype that detects the correct and incorrect performance of a jump. The evaluation of the prototype proved the following: - The developed prototype was effective in detecting the correct and incorrect performance of the jump FMS; and - The implemented framework was robust for the incorporation of an FMS. The successful implementation of the prototype shows that an effective NUI architecture using the Kinect can be used to facilitate the detection of FMSs. The proposed architecture provides a structured way of developing a system using the Kinect to facilitate the detection of FMSs. This allows developers to add future FMSs to the system. This dissertation therefore makes the following contributions: - An experimental design to evaluate the effectiveness of a prototype that detects FMSs - A robust framework that incorporates FMSs; and - An effective NUI architecture to facilitate the detection of fundamental movement skills using the Kinect.
- Full Text:
- Date Issued: 2015
A methodology to institutionalise user experience in a South African provincial government
- Authors: Pretorius, Marco Cobus
- Date: 2012
- Subjects: Human-computer interaction , User interfaces (Computer systems) , Government Web sites -- South Africa , Web site development , Electronic government information
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:10489 , http://hdl.handle.net/10948/d1019961
- Description: The number of citizens, who access e-Government websites, is growing significantly and their expectations for additional services are increasing. The Internet has become an essential instrument to distribute information to citizens. Poorly designed websites, however, can divide governments and its citizens. Consensus amongst researchers is that user experience (UX) is an important factor in designing websites specifically e-Government websites. Problems, experienced with website usability, prevent people from accessing and eventually adopting technology, such as e-Government. Countries, such as the United States, United Kingdom and Canada, have shown increased support for UX in e-Government websites. At present, a number of guidelines and design principles exists for e-Government website UX design; however, the effectiveness of the implementation of these guidelines and principles depends on the profiles of the individuals on a website development team and on an organisation’s understanding of UX. Despite the highlighted importance of UX, guidelines and principles are rarely adopted in South African e-Government websites. Usability and UX guidelines cannot be implemented; if there is no executive support; an inadequately trained staff; no routine UX practice; insufficient budget; inefficient use of usability methodologies and user-centred design (UCD) processes. The challenge at present in the UX design field is the institutionalisation of UX, specifically at government level. The goal of this research was to propose and evaluate a methodology to institutionalise UX in South African Provincial Governments (PGs), named the “Institutionalise UX in Government (IUXG) methodology”. The research used the Western Cape Government (WCG) in South Africa as a case study to evaluate the proposed methodology to institutionalise UX in a South African PG. The IUXG methodology (1.0) was proposed from five UX methodologies, as well as from best practices found in literature. The IUXG methodology (1.1) was updated, based on results of a survey to South African PGs, a survey to WCG employees, as well as literature from the WCG. The IUXG methodology (2.0) was updated a final time, based on the case study results and on a confirmation survey with WCG employees after the implementation of the case study. The research study made use of three surveys during this research. The first survey, incorporating UX maturity models, confirmed that understanding and buy-in of UX are limited and that UX maturity levels are low at South African PG level. The second and third surveys were administered to WCG e-Government website officials before and after the implementation of the IUXG methodology. The surveys measured the UX maturity level of the WCG in the component, e-Government for Citizens (e-G4C), responsible for the WCG e-Government website. The final survey results demonstrated that, after the implementation of the IUXG methodology, the WCG improved its level of UX maturity on the identified UX maturity models. Implementation of the IUXG methodology institutionalised UX in the WCG. UX activities became standard practice in the e-Government website environment after the systems development lifecycle (SDLC) incorporated UCD. UX policy, strategy and guidelines were documented for the WCG e-Government website. The WCG constructed the first usability testing facility for a South African PG and improvements to the WCG e-Government website were implemented. The proposed IUXG methodology institutionalised UX in the WCG e-Government website environment. This research is a major contribution, to addressing the current lack of UX practices in South African PGs. South African PGs can use the proposed IUXG methodology to institutionalise UX and it will assist PG officials to develop increased UX maturity levels. The advantage of the IUXG methodology is that it provides PG officials with a step-by-step method how to institutionalise UX in a PG by following the six phases of the IUXG methodology: startup, setup, organisation, method, standards and long-term. The IUXG methodology will assist South African PGs to establish UX practice as a norm. The IUXG methodology will assist PGs with the resources, methods and tools to enable them to implement UX guidelines, which will result in an improved, more usable and more user-centric PG e-Government website.
- Full Text:
- Date Issued: 2012
- Authors: Pretorius, Marco Cobus
- Date: 2012
- Subjects: Human-computer interaction , User interfaces (Computer systems) , Government Web sites -- South Africa , Web site development , Electronic government information
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:10489 , http://hdl.handle.net/10948/d1019961
- Description: The number of citizens, who access e-Government websites, is growing significantly and their expectations for additional services are increasing. The Internet has become an essential instrument to distribute information to citizens. Poorly designed websites, however, can divide governments and its citizens. Consensus amongst researchers is that user experience (UX) is an important factor in designing websites specifically e-Government websites. Problems, experienced with website usability, prevent people from accessing and eventually adopting technology, such as e-Government. Countries, such as the United States, United Kingdom and Canada, have shown increased support for UX in e-Government websites. At present, a number of guidelines and design principles exists for e-Government website UX design; however, the effectiveness of the implementation of these guidelines and principles depends on the profiles of the individuals on a website development team and on an organisation’s understanding of UX. Despite the highlighted importance of UX, guidelines and principles are rarely adopted in South African e-Government websites. Usability and UX guidelines cannot be implemented; if there is no executive support; an inadequately trained staff; no routine UX practice; insufficient budget; inefficient use of usability methodologies and user-centred design (UCD) processes. The challenge at present in the UX design field is the institutionalisation of UX, specifically at government level. The goal of this research was to propose and evaluate a methodology to institutionalise UX in South African Provincial Governments (PGs), named the “Institutionalise UX in Government (IUXG) methodology”. The research used the Western Cape Government (WCG) in South Africa as a case study to evaluate the proposed methodology to institutionalise UX in a South African PG. The IUXG methodology (1.0) was proposed from five UX methodologies, as well as from best practices found in literature. The IUXG methodology (1.1) was updated, based on results of a survey to South African PGs, a survey to WCG employees, as well as literature from the WCG. The IUXG methodology (2.0) was updated a final time, based on the case study results and on a confirmation survey with WCG employees after the implementation of the case study. The research study made use of three surveys during this research. The first survey, incorporating UX maturity models, confirmed that understanding and buy-in of UX are limited and that UX maturity levels are low at South African PG level. The second and third surveys were administered to WCG e-Government website officials before and after the implementation of the IUXG methodology. The surveys measured the UX maturity level of the WCG in the component, e-Government for Citizens (e-G4C), responsible for the WCG e-Government website. The final survey results demonstrated that, after the implementation of the IUXG methodology, the WCG improved its level of UX maturity on the identified UX maturity models. Implementation of the IUXG methodology institutionalised UX in the WCG. UX activities became standard practice in the e-Government website environment after the systems development lifecycle (SDLC) incorporated UCD. UX policy, strategy and guidelines were documented for the WCG e-Government website. The WCG constructed the first usability testing facility for a South African PG and improvements to the WCG e-Government website were implemented. The proposed IUXG methodology institutionalised UX in the WCG e-Government website environment. This research is a major contribution, to addressing the current lack of UX practices in South African PGs. South African PGs can use the proposed IUXG methodology to institutionalise UX and it will assist PG officials to develop increased UX maturity levels. The advantage of the IUXG methodology is that it provides PG officials with a step-by-step method how to institutionalise UX in a PG by following the six phases of the IUXG methodology: startup, setup, organisation, method, standards and long-term. The IUXG methodology will assist South African PGs to establish UX practice as a norm. The IUXG methodology will assist PGs with the resources, methods and tools to enable them to implement UX guidelines, which will result in an improved, more usable and more user-centric PG e-Government website.
- Full Text:
- Date Issued: 2012
Culturally-relevant augmented user interfaces for illiterate and semi-literate users
- Authors: Gavaza, Takayedzwa
- Date: 2012 , 2012-06-14
- Subjects: User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4665 , http://hdl.handle.net/10962/d1006679 , User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Description: 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
- Full Text:
- Date Issued: 2012
- Authors: Gavaza, Takayedzwa
- Date: 2012 , 2012-06-14
- Subjects: User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4665 , http://hdl.handle.net/10962/d1006679 , User interfaces (Computer systems) -- Research , Computer software -- Research , Graphical user interfaces (Computer systems) -- Research , Human-computer interaction , Computers and literacy
- Description: 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
- Full Text:
- Date Issued: 2012
A model for cultivating resistance to social engineering attacks
- Authors: Jansson, Kenny
- Date: 2011
- Subjects: Computer security , Data protection , Human-computer interaction
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: vital:9744 , http://hdl.handle.net/10948/1588 , Computer security , Data protection , Human-computer interaction
- Description: The human being is commonly considered as being the weakest link in information security. Subsequently, as information is one of the most critical assets in an organization today, it is essential that the human element is considered in deployments of information security countermeasures. However, the human element is often neglected in this regard. Consequently, many criminals are now targeting the user directly to obtain sensitive information instead of spending days or even months trying to hack through systems. Some criminals are targeting users by utilizing various social engineering techniques to deceive the user into disclosing information. For this reason, the users of the Internet and ICT-related technologies are nowadays very vulnerable to various social engineering attacks. As a contribution to increase users’ social engineering awareness, a model – called SERUM – was devised. SERUM aims to cultivate social engineering resistance within a community through exposing the users of the community to ‘fake’ social engineering attacks. The users that react incorrectly to these attacks are instantly notified and requested to participate in an online social engineering awareness program. Thus, users are educated on-demand. The model was implemented as a software system and was utilized to conduct a phishing exercise on all the students of the Nelson Mandela Metropolitan University. The aim of the phishing exercise was to determine whether SERUM is effective in cultivating social engineering resistant behaviour within a community. This phishing exercise proved to be successful and positive results emanated. This indicated that a model like SERUM can indeed be used to educate users regarding phishing attacks.
- Full Text:
- Date Issued: 2011
- Authors: Jansson, Kenny
- Date: 2011
- Subjects: Computer security , Data protection , Human-computer interaction
- Language: English
- Type: Thesis , Masters , MTech
- Identifier: vital:9744 , http://hdl.handle.net/10948/1588 , Computer security , Data protection , Human-computer interaction
- Description: The human being is commonly considered as being the weakest link in information security. Subsequently, as information is one of the most critical assets in an organization today, it is essential that the human element is considered in deployments of information security countermeasures. However, the human element is often neglected in this regard. Consequently, many criminals are now targeting the user directly to obtain sensitive information instead of spending days or even months trying to hack through systems. Some criminals are targeting users by utilizing various social engineering techniques to deceive the user into disclosing information. For this reason, the users of the Internet and ICT-related technologies are nowadays very vulnerable to various social engineering attacks. As a contribution to increase users’ social engineering awareness, a model – called SERUM – was devised. SERUM aims to cultivate social engineering resistance within a community through exposing the users of the community to ‘fake’ social engineering attacks. The users that react incorrectly to these attacks are instantly notified and requested to participate in an online social engineering awareness program. Thus, users are educated on-demand. The model was implemented as a software system and was utilized to conduct a phishing exercise on all the students of the Nelson Mandela Metropolitan University. The aim of the phishing exercise was to determine whether SERUM is effective in cultivating social engineering resistant behaviour within a community. This phishing exercise proved to be successful and positive results emanated. This indicated that a model like SERUM can indeed be used to educate users regarding phishing attacks.
- Full Text:
- Date Issued: 2011
Using multi-touch interaction techniques to support Collaborative Information Retrieval
- Authors: Sams, Ivan
- Date: 2011
- Subjects: Human-computer interaction , Teams in the workplace -- Data processing , Groupware (Computer software) , Interactive computer systems
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:10491 , http://hdl.handle.net/10948/d1020156
- Description: Collaborative Information Retrieval (CIR) is a branch of Computer Supported Cooperative Work (CSCW). CIR is the process by which people search for and retrieve information, working together and using documents as data sources. Currently, computer support for CIR is limited to single user systems. Collaboration takes place either with users working at different times or in different locations. Multi-touch interaction has recently seen a rise in prominence owing to a reduction in the cost of the technology and increased frequency of use. Multi-touch surface computing allows multiple users to interact at once around a shared display. The aim of this research was to investigate how multi-touch interaction techniques could be used to support CIR effectively in a co-located environment. An application architecture for CIR systems that incorporates multi-touch interaction techniques was proposed. A prototype, called Co-IMBRA, was developed based on this architecture that used multi-touch interaction techniques to support CIR. This prototype allows multiple users to retrieve information, using the Internet as a shared information space. Documents are represented as visual objects that can be manipulated on the multi-touch surface, as well as rated, annotated and added to folders. A user study was undertaken to evaluate Co-IMBRA and determine whether the multi-touch interaction techniques effectively supported CIR. Fifteen teams of two users each participated in the user study. High task completion rates and low task times showed that the system was effective and efficient. High levels of user satisfaction were reported in the post-test questionnaires. Participants rated the system as highly useful and several commented that it promoted collaboration and that they enjoyed the test. The successful implementation of Co-IMBRA provides evidence that multi-touch interaction techniques can effectively support CIR. The results of the user evaluation also enabled recommendations for future research to be made.
- Full Text:
- Date Issued: 2011
- Authors: Sams, Ivan
- Date: 2011
- Subjects: Human-computer interaction , Teams in the workplace -- Data processing , Groupware (Computer software) , Interactive computer systems
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:10491 , http://hdl.handle.net/10948/d1020156
- Description: Collaborative Information Retrieval (CIR) is a branch of Computer Supported Cooperative Work (CSCW). CIR is the process by which people search for and retrieve information, working together and using documents as data sources. Currently, computer support for CIR is limited to single user systems. Collaboration takes place either with users working at different times or in different locations. Multi-touch interaction has recently seen a rise in prominence owing to a reduction in the cost of the technology and increased frequency of use. Multi-touch surface computing allows multiple users to interact at once around a shared display. The aim of this research was to investigate how multi-touch interaction techniques could be used to support CIR effectively in a co-located environment. An application architecture for CIR systems that incorporates multi-touch interaction techniques was proposed. A prototype, called Co-IMBRA, was developed based on this architecture that used multi-touch interaction techniques to support CIR. This prototype allows multiple users to retrieve information, using the Internet as a shared information space. Documents are represented as visual objects that can be manipulated on the multi-touch surface, as well as rated, annotated and added to folders. A user study was undertaken to evaluate Co-IMBRA and determine whether the multi-touch interaction techniques effectively supported CIR. Fifteen teams of two users each participated in the user study. High task completion rates and low task times showed that the system was effective and efficient. High levels of user satisfaction were reported in the post-test questionnaires. Participants rated the system as highly useful and several commented that it promoted collaboration and that they enjoyed the test. The successful implementation of Co-IMBRA provides evidence that multi-touch interaction techniques can effectively support CIR. The results of the user evaluation also enabled recommendations for future research to be made.
- Full Text:
- Date Issued: 2011
Mobile phones interaction techniques for second economy people
- Authors: Edim, Azom Emmanuel
- Date: 2010
- Subjects: Rural development projects -- South Africa -- Eastern Cape , Poverty -- South Africa -- Eastern Cape , Cell phone systems -- South Africa -- Eastern Cape , User interfaces (Computer systems) , Human-computer interaction , Community development -- South Africa -- Eastern Cape
- Language: English
- Type: Thesis , Doctoral , PhD (Computer Science)
- Identifier: vital:11392 , http://hdl.handle.net/10353/519 , Rural development projects -- South Africa -- Eastern Cape , Poverty -- South Africa -- Eastern Cape , Cell phone systems -- South Africa -- Eastern Cape , User interfaces (Computer systems) , Human-computer interaction , Community development -- South Africa -- Eastern Cape
- Description: Second economy people in developing countries are people living in communities that are underserved in terms of basic amenities and social services. Due to literacy challenges and user accessibility problems in rural communities, it is often difficult to design user interfaces that conform to the capabilities and cultural experiences of low-literacy rural community users. Rural community users are technologically illiterate and lack the knowledge of the potential of information and communication technologies. In order to embrace new technology, users will need to perceive the user interface and application as useful and easy to interact with. This requires proper understanding of the users and their socio-cultural environment. This will enable the interfaces and interactions to conform to their behaviours, motivations as well as cultural experiences and preferences and thus enhance usability and user experience. Mobile phones have the potential to increase access to information and provide a platform for economic development in rural communities. Rural communities have economic potential in terms of agriculture and micro-enterprises. Information technology can be used to enhance socio-economic activities and improve rural livelihood. We conducted a study to design user interfaces for a mobile commerce application for micro-entrepreneurs in a rural community in South Africa. The aim of the study was to design mobile interfaces and interaction techniques that are easy to use and meet the cultural preferences and experiences of users who have little to no previous experience of mobile commerce technology. And also to explore the potentials of information technologies rural community users, and bring mobile added value services to rural micro-entrepreneurs. We applied a user-centred design approach in Dwesa community and used qualitative and quantitative research methods to collect data for the design of the user interfaces (graphic user interface and voice user interface) and mobile commerce application. We identified and used several interface elements to design and finally evaluate the graphical user interface. The statistics analysis of the evaluation results show that the users in the community have positive perception of the usefulness of the application, the ease of use and intention to use the application. Community users with no prior experience with this technology were able to learn and understand the interface, recorded minimum errors and a high level of v precision during task performance when they interacted with the shop-owner graphic user interface. The voice user interface designed in this study consists of two flavours (dual tone multi-frequency input and voice input) for rural users. The evaluation results show that community users recorded higher tasks successes and minimum errors with the dual tone multi-frequency input interface than the voice only input interface. Also, a higher percentage of users prefer the dual tone multi-frequency input interface. The t-Test statistical analysis performed on the tasks completion times and error rate show that there was significant statistical difference between the dual tone multi-frequency input interface and the voice input interface. The interfaces were easy to learn, understand and use. Properly designed user interfaces that meet the experience and capabilities of low-literacy users in rural areas will improve usability and users‟ experiences. Adaptation of interfaces to users‟ culture and preferences will enhance information services accessibility among different user groups in different regions. This will promote technology acceptance in rural communities for socio-economic benefits. The user interfaces presented in this study can be adapted to different cultures to provide similar services for marginalised communities in developing countries
- Full Text:
- Date Issued: 2010
- Authors: Edim, Azom Emmanuel
- Date: 2010
- Subjects: Rural development projects -- South Africa -- Eastern Cape , Poverty -- South Africa -- Eastern Cape , Cell phone systems -- South Africa -- Eastern Cape , User interfaces (Computer systems) , Human-computer interaction , Community development -- South Africa -- Eastern Cape
- Language: English
- Type: Thesis , Doctoral , PhD (Computer Science)
- Identifier: vital:11392 , http://hdl.handle.net/10353/519 , Rural development projects -- South Africa -- Eastern Cape , Poverty -- South Africa -- Eastern Cape , Cell phone systems -- South Africa -- Eastern Cape , User interfaces (Computer systems) , Human-computer interaction , Community development -- South Africa -- Eastern Cape
- Description: Second economy people in developing countries are people living in communities that are underserved in terms of basic amenities and social services. Due to literacy challenges and user accessibility problems in rural communities, it is often difficult to design user interfaces that conform to the capabilities and cultural experiences of low-literacy rural community users. Rural community users are technologically illiterate and lack the knowledge of the potential of information and communication technologies. In order to embrace new technology, users will need to perceive the user interface and application as useful and easy to interact with. This requires proper understanding of the users and their socio-cultural environment. This will enable the interfaces and interactions to conform to their behaviours, motivations as well as cultural experiences and preferences and thus enhance usability and user experience. Mobile phones have the potential to increase access to information and provide a platform for economic development in rural communities. Rural communities have economic potential in terms of agriculture and micro-enterprises. Information technology can be used to enhance socio-economic activities and improve rural livelihood. We conducted a study to design user interfaces for a mobile commerce application for micro-entrepreneurs in a rural community in South Africa. The aim of the study was to design mobile interfaces and interaction techniques that are easy to use and meet the cultural preferences and experiences of users who have little to no previous experience of mobile commerce technology. And also to explore the potentials of information technologies rural community users, and bring mobile added value services to rural micro-entrepreneurs. We applied a user-centred design approach in Dwesa community and used qualitative and quantitative research methods to collect data for the design of the user interfaces (graphic user interface and voice user interface) and mobile commerce application. We identified and used several interface elements to design and finally evaluate the graphical user interface. The statistics analysis of the evaluation results show that the users in the community have positive perception of the usefulness of the application, the ease of use and intention to use the application. Community users with no prior experience with this technology were able to learn and understand the interface, recorded minimum errors and a high level of v precision during task performance when they interacted with the shop-owner graphic user interface. The voice user interface designed in this study consists of two flavours (dual tone multi-frequency input and voice input) for rural users. The evaluation results show that community users recorded higher tasks successes and minimum errors with the dual tone multi-frequency input interface than the voice only input interface. Also, a higher percentage of users prefer the dual tone multi-frequency input interface. The t-Test statistical analysis performed on the tasks completion times and error rate show that there was significant statistical difference between the dual tone multi-frequency input interface and the voice input interface. The interfaces were easy to learn, understand and use. Properly designed user interfaces that meet the experience and capabilities of low-literacy users in rural areas will improve usability and users‟ experiences. Adaptation of interfaces to users‟ culture and preferences will enhance information services accessibility among different user groups in different regions. This will promote technology acceptance in rural communities for socio-economic benefits. The user interfaces presented in this study can be adapted to different cultures to provide similar services for marginalised communities in developing countries
- Full Text:
- Date Issued: 2010
An investigation into the use of guidelines and patterns in the interaction design process
- Authors: Cowley, Niel Lester Orr
- Date: 2009
- Subjects: Human-computer interaction , Web sites -- Design , User interfaces (Computer systems) -- Design
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:10466 , http://hdl.handle.net/10948/1062 , Human-computer interaction , Web sites -- Design , User interfaces (Computer systems) -- Design
- Description: Design guidelines are used in interaction design (IxD) for physical design and for evaluating the usability of designs and interactive products. Guidelines are widely used for physical design and evaluation, but have a number of problems. IxD patterns have been proposed as an alternative to guidelines, as they are claimed to have several advantages over guidelines. A small number of empirical studies provide evidence that patterns are beneficial when used in IxD. Additional research on the usefulness of IxD patterns is required. The primary research question investigated in this thesis was thus: How useful are IxD patterns as physical design and evaluation aids in IxD, as compared to design guidelines? The role of guidelines and patterns as design and evaluation aids in IxD was investigated and a comparison of guidelines and patterns, based on a set of guideline and pattern properties, was conducted. The concept of pattern and guideline usefulness was explored and a research agenda for guidelines and patterns was identified, together with a set of research questions for an empirical study. The empirical study of the use of patterns for evaluation, redesign and new design, as compared to guidelines, was conducted at the Nelson Mandela Metropolitan University in 2004. The participants were a purposive sample of post-graduate Computing students, who were regarded as novice interaction designers. Two equivalent groups were formed, one that used patterns and one that used guidelines. Patterns were found to be as useful as guidelines when used as evaluation aids. Guidelines and patterns were identified as effective tools for identifying and explaining usability issues and design features. Best-effort matched sets of guidelines and patterns produced substantially different result sets when used to identify issues and features, with fairly low overlap. A substantial evaluator effect was observed for the use of guidelines and patterns for evaluation, and the results obtained were similar to those obtained by Molich et al. in their Comparative Usability Evaluation (CUE) studies. There was no statistically significant difference between the effectiveness of guidelines and patterns for evaluation. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for evaluation. Guidelines and patterns were found to be used in similar ways for evaluation. Patterns were found to be more effective than guidelines for redesign. Patterns were found to be as useful as guidelines when used for new design. There was no statistically significant difference between the effectiveness of guidelines and patterns for new design. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for redesign and new design. Guidelines and patterns were found to be used in similar ways for design. There was no statistically significant difference between the perceived usefulness of the format, content, ease of learning, and usefulness as personal and shared design languages, of guidelines and patterns. Both participant groups were equally agreeable to using guidelines and patterns in the future. The perceived usefulness of pattern collections was found to depend on the usability of the collection interface and the content quality of the patterns. The results of the empirical study thus provided empirical evidence that patterns were as useful as guidelines for evaluation and new design, and were perceived as positively as guidelines were. Patterns were found to be superior to guidelines for redesign. Patterns can therefore be used with a measure of confidence as early stage design aids for physical design and evaluation in the future. In addition to these findings, a number of opportunities for further research were identified.
- Full Text:
- Date Issued: 2009
- Authors: Cowley, Niel Lester Orr
- Date: 2009
- Subjects: Human-computer interaction , Web sites -- Design , User interfaces (Computer systems) -- Design
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:10466 , http://hdl.handle.net/10948/1062 , Human-computer interaction , Web sites -- Design , User interfaces (Computer systems) -- Design
- Description: Design guidelines are used in interaction design (IxD) for physical design and for evaluating the usability of designs and interactive products. Guidelines are widely used for physical design and evaluation, but have a number of problems. IxD patterns have been proposed as an alternative to guidelines, as they are claimed to have several advantages over guidelines. A small number of empirical studies provide evidence that patterns are beneficial when used in IxD. Additional research on the usefulness of IxD patterns is required. The primary research question investigated in this thesis was thus: How useful are IxD patterns as physical design and evaluation aids in IxD, as compared to design guidelines? The role of guidelines and patterns as design and evaluation aids in IxD was investigated and a comparison of guidelines and patterns, based on a set of guideline and pattern properties, was conducted. The concept of pattern and guideline usefulness was explored and a research agenda for guidelines and patterns was identified, together with a set of research questions for an empirical study. The empirical study of the use of patterns for evaluation, redesign and new design, as compared to guidelines, was conducted at the Nelson Mandela Metropolitan University in 2004. The participants were a purposive sample of post-graduate Computing students, who were regarded as novice interaction designers. Two equivalent groups were formed, one that used patterns and one that used guidelines. Patterns were found to be as useful as guidelines when used as evaluation aids. Guidelines and patterns were identified as effective tools for identifying and explaining usability issues and design features. Best-effort matched sets of guidelines and patterns produced substantially different result sets when used to identify issues and features, with fairly low overlap. A substantial evaluator effect was observed for the use of guidelines and patterns for evaluation, and the results obtained were similar to those obtained by Molich et al. in their Comparative Usability Evaluation (CUE) studies. There was no statistically significant difference between the effectiveness of guidelines and patterns for evaluation. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for evaluation. Guidelines and patterns were found to be used in similar ways for evaluation. Patterns were found to be more effective than guidelines for redesign. Patterns were found to be as useful as guidelines when used for new design. There was no statistically significant difference between the effectiveness of guidelines and patterns for new design. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for redesign and new design. Guidelines and patterns were found to be used in similar ways for design. There was no statistically significant difference between the perceived usefulness of the format, content, ease of learning, and usefulness as personal and shared design languages, of guidelines and patterns. Both participant groups were equally agreeable to using guidelines and patterns in the future. The perceived usefulness of pattern collections was found to depend on the usability of the collection interface and the content quality of the patterns. The results of the empirical study thus provided empirical evidence that patterns were as useful as guidelines for evaluation and new design, and were perceived as positively as guidelines were. Patterns were found to be superior to guidelines for redesign. Patterns can therefore be used with a measure of confidence as early stage design aids for physical design and evaluation in the future. In addition to these findings, a number of opportunities for further research were identified.
- Full Text:
- Date Issued: 2009
The development and evaluation of gaze selection techniques
- Authors: Van Tonder, Martin Stephen
- Date: 2009
- Subjects: Human-computer interaction , User interfaces (Computer systems) , Gaze
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:10469 , http://hdl.handle.net/10948/882 , Human-computer interaction , User interfaces (Computer systems) , Gaze
- Description: Eye gaze interaction enables users to interact with computers using their eyes. A wide variety of eye gaze interaction techniques have been developed to support this type of interaction. Gaze selection techniques, a class of eye gaze interaction techniques which support target selection, are the subject of this research. Researchers developing these techniques face a number of challenges. The most significant challenge is the limited accuracy of eye tracking equipment (due to the properties of the human eye). The design of gaze selection techniques is dominated by this constraint. Despite decades of research, existing techniques are still significantly less accurate than the mouse. A recently developed technique, EyePoint, represents the state of the art in gaze selection techniques. EyePoint combines gaze input with keyboard input. Evaluation results for this technique are encouraging, but accuracy is still a concern. Early trigger errors, resulting from users triggering a selection before looking at the intended target, were found to be the most commonly occurring errors for this technique. The primary goal of this research was to improve the usability of gaze selection techniques. In order to achieve this goal, novel gaze selection techniques were developed. New techniques were developed by combining elements of existing techniques in novel ways. Seven novel gaze selection techniques were developed. Three of these techniques were selected for evaluation. A software framework was developed for implementing and evaluating gaze selection techniques. This framework was used to implement the gaze selection techniques developed during this research. Implementing and evaluating all of the techniques using a common framework ensured consistency when comparing the techniques. The novel techniques which were developed were evaluated against EyePoint and the mouse using the framework. The three novel techniques evaluated were named TargetPoint, StaggerPoint and ScanPoint. TargetPoint combines motor space expansion with a visual feedback highlight whereas the StaggerPoint and TargetPoint designs explore novel approaches to target selection disambiguation. A usability evaluation of the three novel techniques alongside EyePoint and the mouse revealed some interesting trends. TargetPoint was found to be more usable and accurate than EyePoint. This novel technique also proved more popular with test participants. One aspect of TargetPoint which proved particularly popular was the visual feedback highlight, a feature which was found to be a more effective method of combating early trigger errors than existing approaches. StaggerPoint was more efficient than EyePoint, but was less effective and satisfying. ScanPoint was the least popular technique. The benefits of providing a visual feedback highlight and test participants' positive views thereof contradict views expressed in existing research regarding the usability of visual feedback. These results have implications for the design of future gaze selection techniques. A set of design principles was developed for designing new gaze selection techniques. The designers of gaze selection techniques can benefit from these design principles by applying them to their techniques
- Full Text:
- Date Issued: 2009
- Authors: Van Tonder, Martin Stephen
- Date: 2009
- Subjects: Human-computer interaction , User interfaces (Computer systems) , Gaze
- Language: English
- Type: Thesis , Doctoral , PhD
- Identifier: vital:10469 , http://hdl.handle.net/10948/882 , Human-computer interaction , User interfaces (Computer systems) , Gaze
- Description: Eye gaze interaction enables users to interact with computers using their eyes. A wide variety of eye gaze interaction techniques have been developed to support this type of interaction. Gaze selection techniques, a class of eye gaze interaction techniques which support target selection, are the subject of this research. Researchers developing these techniques face a number of challenges. The most significant challenge is the limited accuracy of eye tracking equipment (due to the properties of the human eye). The design of gaze selection techniques is dominated by this constraint. Despite decades of research, existing techniques are still significantly less accurate than the mouse. A recently developed technique, EyePoint, represents the state of the art in gaze selection techniques. EyePoint combines gaze input with keyboard input. Evaluation results for this technique are encouraging, but accuracy is still a concern. Early trigger errors, resulting from users triggering a selection before looking at the intended target, were found to be the most commonly occurring errors for this technique. The primary goal of this research was to improve the usability of gaze selection techniques. In order to achieve this goal, novel gaze selection techniques were developed. New techniques were developed by combining elements of existing techniques in novel ways. Seven novel gaze selection techniques were developed. Three of these techniques were selected for evaluation. A software framework was developed for implementing and evaluating gaze selection techniques. This framework was used to implement the gaze selection techniques developed during this research. Implementing and evaluating all of the techniques using a common framework ensured consistency when comparing the techniques. The novel techniques which were developed were evaluated against EyePoint and the mouse using the framework. The three novel techniques evaluated were named TargetPoint, StaggerPoint and ScanPoint. TargetPoint combines motor space expansion with a visual feedback highlight whereas the StaggerPoint and TargetPoint designs explore novel approaches to target selection disambiguation. A usability evaluation of the three novel techniques alongside EyePoint and the mouse revealed some interesting trends. TargetPoint was found to be more usable and accurate than EyePoint. This novel technique also proved more popular with test participants. One aspect of TargetPoint which proved particularly popular was the visual feedback highlight, a feature which was found to be a more effective method of combating early trigger errors than existing approaches. StaggerPoint was more efficient than EyePoint, but was less effective and satisfying. ScanPoint was the least popular technique. The benefits of providing a visual feedback highlight and test participants' positive views thereof contradict views expressed in existing research regarding the usability of visual feedback. These results have implications for the design of future gaze selection techniques. A set of design principles was developed for designing new gaze selection techniques. The designers of gaze selection techniques can benefit from these design principles by applying them to their techniques
- Full Text:
- Date Issued: 2009
An intelligent user interface model for contact centre operations
- Authors: Singh, Akash
- Date: 2007
- Subjects: User interfaces (Computer systems) , Human-computer interaction , Mobile computing , Customer services -- Management , Call centers -- Customer services
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:10475 , http://hdl.handle.net/10948/d1011399 , User interfaces (Computer systems) , Human-computer interaction , Mobile computing , Customer services -- Management , Call centers -- Customer services
- Description: Contact Centres (CCs) are at the forefront of interaction between an organisation and its customers. Currently, 17 percent of all inbound calls are not resolved on the first call by the first agent attending to that call. This is due to the inability of the contact centre agents (CCAs) to diagnose customer queries and find adequate solutions in an effective and efficient manner. The aim of this research is to develop an intelligent user interface (IUI) model to support and improve CC operations. A literature review of existing IUI architectures, modelbased design and existing CC software together with a field study of CCs has resulted in the design of an IUI model for CCs. The proposed IUI model is described in terms of its architecture, component-level design and interface design. An IUI prototype has been developed as a proof of concept of the proposed IUI model. The IUI prototype was evaluated in order to determine to what extent it supports problem identification and query resolution. User testing, incorporating the use of eye tracking and a post-test questionnaire, was used in order to determine the usability and usefulness of the prototype. The results of this evaluation show that the users were highly satisfied with the task support and query resolution assistance provided by the IUI prototype. This research resulted in the design of an IUI model for the domain of CCs. This model can be used to assist the development of CC applications incorporating IUIs. Use of the proposed IUI model is expected to support and enhance the effectiveness and efficiency of CC operations. Further research is needed to conduct a longitudinal study to determine the impact of IUIs in the CC domain.
- Full Text:
- Date Issued: 2007
- Authors: Singh, Akash
- Date: 2007
- Subjects: User interfaces (Computer systems) , Human-computer interaction , Mobile computing , Customer services -- Management , Call centers -- Customer services
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:10475 , http://hdl.handle.net/10948/d1011399 , User interfaces (Computer systems) , Human-computer interaction , Mobile computing , Customer services -- Management , Call centers -- Customer services
- Description: Contact Centres (CCs) are at the forefront of interaction between an organisation and its customers. Currently, 17 percent of all inbound calls are not resolved on the first call by the first agent attending to that call. This is due to the inability of the contact centre agents (CCAs) to diagnose customer queries and find adequate solutions in an effective and efficient manner. The aim of this research is to develop an intelligent user interface (IUI) model to support and improve CC operations. A literature review of existing IUI architectures, modelbased design and existing CC software together with a field study of CCs has resulted in the design of an IUI model for CCs. The proposed IUI model is described in terms of its architecture, component-level design and interface design. An IUI prototype has been developed as a proof of concept of the proposed IUI model. The IUI prototype was evaluated in order to determine to what extent it supports problem identification and query resolution. User testing, incorporating the use of eye tracking and a post-test questionnaire, was used in order to determine the usability and usefulness of the prototype. The results of this evaluation show that the users were highly satisfied with the task support and query resolution assistance provided by the IUI prototype. This research resulted in the design of an IUI model for the domain of CCs. This model can be used to assist the development of CC applications incorporating IUIs. Use of the proposed IUI model is expected to support and enhance the effectiveness and efficiency of CC operations. Further research is needed to conduct a longitudinal study to determine the impact of IUIs in the CC domain.
- Full Text:
- Date Issued: 2007
Designing and implementing a virtual reality interaction framework
- Authors: Rorke, Michael
- Date: 2000
- Subjects: Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4623 , http://hdl.handle.net/10962/d1006491 , Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Description: 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.
- Full Text:
- Date Issued: 2000
- Authors: Rorke, Michael
- Date: 2000
- Subjects: Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4623 , http://hdl.handle.net/10962/d1006491 , Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Description: 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.
- Full Text:
- Date Issued: 2000
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