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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
431

Modelagem do prognóstico e gestão da saúde de máquinas mecânicas no contexto de sistemas ciberfísicos na manufatura / Prognostics and health management modelling of mechanical machines in the context of cyber-physical systems in mnufacturing

Nunez, David Lira 14 September 2017 (has links)
Os recentes avanços na manufatura inteligente abrem oportunidades na área do suporte industrial, especificamente na manutenção e gestão de ativos físicos. Essa tendência permite que os dados coletados das máquinas, quando estão em pleno funcionamento, possam interagir com computadores, (ciberespaço), através de uma rede de comunicação formando assim o conceito de Sistemas Ciberfísicos (CPS – do inglês Cyber-Physical Systems). Além disso, os rápidos avanços da tecnologia de informação e comunicação proporcionam ferramentas para que essa interação possa analisar os dados, de forma cada vez mais rápida, autônoma, ubíqua e em tempo real, oferecendo informações que auxiliam aos humanos na tomada de decisões mais eficazes. Nesse contexto, o Prognóstico e Gestão da Saúde de máquinas (PHM – do inglês Prognostics Health and Management) é indicado como uma aplicação promissora da manufatura inteligente dentro do contexto de CPS. Atualmente as propostas de PHM encontradas na literatura cientifica são aplicadas a casos específicos e sem uma padronização da sua implementação, impedindo que tais abordagens possam ser replicadas em diferentes cenários da manufatura. Assim, o presente trabalho propõe a construção de um modelo ontológico para auxiliar na implementação do PHM em diversos cenários de manufatura, a ser aproveitada futuramente por ferramentas de softwares com foco em manufatura inteligente, padronizando seus conceitos, termos, e a forma de coleta e tratamento de dados. A abordagem metodológica DSR (do inglês Design Science Research) é usada para guiar o desenvolvimento da pesquisa. A construção deste modelo ontológico, que integra tanto os dados coletados quanto as informações necessárias para a tomada de decisões, possibilita o controle da estimativa de uma falha antes dela ocorrer de uma forma mais autônoma. Os principais resultados do modelo ontológico construído são: uma ontologia flexível capaz de ser usada em vários tipos de máquinas mecânicas de diversos tipos de manufatura; a possibilidade de armazenar o conhecimento contido em normas internacionais, históricos de atividades das máquinas, e arquiteturas consolidadas no contexto do PHM, permitindo a constante atualização de dados dependendo de particularidades que cada processo produtivo pode conter, e finalmente, usando a linguagem SPARQL entrega-se informações que podem ser usadas para tomada de decisões em intervenções oportunas de manutenção nos equipamentos de uma indústria real. O modelo é demonstrado considerando o caso de uma bomba centrífuga que comprovou sua fidelidade, integridade, nível de detalhe, robustez e consistência, fornecendo informações anteriormente alimentadas por dados reais obtidos em empresas próximas. / Recent advances in smart manufacturing open up opportunities in industrial support, specifically in maintenance and physical asset management. This trend allows data collected from machines, when are in full operation, to interact with cyberspace computers through a communication network, thus forming the concept of cyber-physical systems (CPS). Besides, rapid advances in information and communications technologies provide tools for analysing data, in an increasingly rapid, autonomously, ubiquitous and in real time way, providing information that assists humans in making better decisions. In this sense, Prognostics and Health Management (PHM) of machines, is indicated as a promising application of Smart Manufacturing in the CPS contexto. Currently the PHM proposals found in the scientific literature are applied to specific cases and without a standardization of their implementation, preventing such approaches from being replicated in different manufacturing scenarios. Thus, the present work proposes the construction of an ontological model to assist in the implementation of the PHM in several manufacturing scenarios, to be harnessed in the future by software tools focused on intelligent manufacturing, standardizing their concepts, terms, and the form of data collection and processing. The DSR (Design Science Research) methodological approach is used to guide the development of the research. The construction of this ontological model, which integrates both the collected data and the necessary information for the decision making, allows the control of the estimate of a failure before it occurs in a more autonomous way. The main results of the ontological model are: a flexible ontology capable of being used on several types of mechanical machines of various types of manufacturing; the possibility of storing the knowledge contained in international standards, machine history of activities, and consolidated architectures in the context of the PHM, allows the constant updating of data depending on particularities that each productive process can contain, and finally, using the SPARQL language, it is given information that can be used for decisionmaking in timely maintenance interventions in the equipment of a real industry. The model is demonstrated considering the case of a centrifugal pump that proved its fidelity, integrity, level of detail, robustness and consistency, providing information previously fed by real data obtained in nearby companies.
432

視障者網路無障礙法制之研究 / Legal Regime of Web Accessibility for People with Visual Impairments

楊雯婷, Yang, Wen-Ting Unknown Date (has links)
網路是現代人「與外界接觸」不可或缺的重要工具,但在這個明眼人居多且多數人皆透過視覺學習與理解事物的世界,許多網站或系統之設計完全未考慮視障者能否使用,當網路對人們的重要性高到不可忽視的地步,甚至網路近用開始牽涉基本權行使和生存資源與機會的分配時,若明眼人皆得以合法近用網路,則基於平等與禁止歧視原則,視障者理應得到相同對待,網站或系統經營者應使其設計滿足「網路無障礙」之要求。而滿足「網路無障礙」之要求需要成本,僅係「鼓勵」難使所有公司、業者皆將「身障數位權利」放在心上並身體力行「網路無障礙」,因此,合理而適當之法律強制規定乃為必需。然而,我國目前雖設有無障礙網站之認證制度,相關法制規範卻未完善,進而導致認證制度之推廣狀況不佳。 目前國內外有關「網路無障礙」之法制相關研究並不多,且也少有回應現代網路實際發展狀況,或從視障者需求出發而為討論,因此本研究希望透過「視障者接觸外界之行為分析」與「網路發展歷程」,構築一個完整的「網路無障礙法制」之討論框架,本研究將視障者網路近用不能之權益侵害歸納為「侵害視障者平等接觸資訊之權利」、「侵害視障者平等接觸著作之權利」與「侵害視障者平等進出或使用(虛擬)空間與設施之權利」。第三章討論視障者「接觸資訊」之權利,雖然現今網路的功能五花八門,但「接觸資訊」仍為其中重要之一環,且許多網路無障礙相關的重要法規皆係以保障「接觸資訊」之權利為基礎,例如:美國二十一世紀通訊與視訊接取無障礙法,此外,著作也是資訊的一種,不同的是著作受到著作權法保護,因此本章也介紹國內外保障視障者接觸著作(尤其數位著作)之法理與法規;第四章則討論視障者「使用網路空間與設施」之權利,這樣的切入點和前兩者不同處在於,其並非以「功能性」之方式針對特定項目而為保障,而是以更加宏觀的角度看待網路,將網路視為能自由進出的「空間」或能使人們達成特定目的的「設施」,目前以這樣觀點而為網路無障礙保障之法規,僅美國身心障礙人士法。 本研究認為,任由視障者因其障礙而成為網路科技發展下的邊緣人,違背近代以「社會模式的障礙」而非「身體能力主義」看待身障者之原則,為促進弱勢族群―特別是視障者近用網路之權益,必須開始重視「網路無障礙」之議題,因此方提出「視障者網路無障礙法制之研究」,也期待本論文之研究,能為此一議題帶來不同思考角度。 / The Internet is an indispensable tool to engage with the outside world. However, there are many websites or systems inaccessible to the visually impaired people due to the design negligence. It may because many engineers only consider the convenience of normal people when designing websites or systems. But when the importance of the Internet is getting higher, even associating with the basic human rights and resource allocation, the Internet users with visual impairments should be treated like the normal people due to the principle of equality and prohibition of discrimination. It means that the websites or systems operators should meet the “Web Accessibility” requirements. Of course, the cost is required, and it can be expected that only “encouragement” is not enough to let people always put “Digital Disability Rights” in mind. Therefore, an appropriate legal mandatory is necessary. In our country, there is a Web Accessibility certification standard while lacking of legal coercion and which leads to poor promotion of the certification standard. There are only a few research focusing on the legal regime of Web Accessibility while usually did not respond to the actual development of modern Internet technology. So we want to build a complete discussion framework for legal regime of Web Accessibility via the analysis of the behaviors of the visually impaired people and the development of the Internet. We classify the right infringements of the web inaccessible to the visually impaired people into the infringements of the rights to equal access to information, copyright works, and cyberspaces/facilities on the Internet. In the chapter 3, we discuss the visually impaired people’ right to access the information. Although the use of Internet is very wide, access the information still play an important role when we talk about Internet nowadays. And we also introduce some laws that protect the right of visually impaired people access the copyright works. In the chapter 4, we discuss the visually impaired people’ right to get into the cyberspaces and to use the facilities on the web. In this chapter, we take a more macro view of the Internet rather than focusing on one or two often used functions. Now the points of Ablebodyism are replaced by the principle of Social Model of Disability and we should not let the visually impaired people become outcast of the technology world. So we propose this research. And hope this research will contribute to enhancing the rights of visually impaired people.
433

Social networking : a psycho-educational analysis of online adolescent friendships

Davel, Coriena 11 1900 (has links)
Online adolescent friendships and social networking among adolescents are current phenomena that have emerged, and exploded, as part of the digital age and the vast development of communication technologies. The primary aim of this study was to gain knowledge and understanding regarding the nature and quality of online friendships and social networking among adolescents. A sequential explanatory mixed method design, was put to use for the purpose of this study. The quantitative data was collected first in the form of a short survey, by utilising a self-developed questionnaire to obtain a general overview of the social network practices and the forming and maintaining of online friendships among adolescents. Twenty five participants took part in the survey. This study was followed by a qualitative study in the form of interviews, to clarify, elaborate and explain the quantitative findings. Five information rich participants were interviewed. The findings of the empirical investigation revealed that adolescents, being part of the Net Generation, base their concept of socialising with friends on digital and communication technology, especially cell phones. They are connected to their friends 24 hours a day. The sense of safety and support they experience through this constant connectedness strengthens their self-esteem, self-confidence and self-worth and contributes to their identity formation. It is therefore recommended that parents and educators should accept that adolescents live in a virtual world and their new way of socialising, needs to be acknowledged. Parents and educators should adjust accordingly, by getting educated in this field themselves. The Net Generation is a generation who focuses on relationships and collaboration through technology and this should be exploited by anybody who has contact or interacts with the adolescent of today. / Psychology of Education / M. Ed. (Guidance and Counselling)
434

An exploratory study on new technology and associated psychosocial risks in adolescents : can digital media literacy programmes make a difference

Van der Merwe, Petro 11 1900 (has links)
This study centres on the psychological effects new digital media, like the internet and cellphones, have on adolescents. Although the internet has enormous benefits, it also poses a host of risks that can make adolescents vulnerable to victimisation and/or developing associated psychosocial problems. Characterisations of adolescents’ social relationships in the internet medium, as well as the investigation of the continuity between digital media literacy and online social behaviours, carry high relevance for developmental psychology. It is during the adolescent period that peer interactions arguably hold the greatest importance for individuals’ social and behavioural functioning. Using a logic model for evaluation, the researcher conducted an exploratory research study on digital media use among adolescent learners aged 13 to 15 years to determine whether schools could guide them to think critically for themselves about the entire realm of these new media. The data were gathered from school principals, teachers, parents and learners from three secondary schools in Gauteng Province, which were purposely selected to represent different socio-economic circumstances. A total of 230 people (n=230) participated in the research. Mixed research methods were employed in this study. The quantitative research methods supported the qualitative research methods. The literature review suggested that current media literacy education, which forms part of the Life Orientation curriculum, does not enable learners to think critically or make informed choices about their behaviour in the digital world – because it incorporates neither ethics nor responsibility. One of the main aims of the study therefore was to investigate the importance of expanding existing media literacy education, namely by incorporating two additional learning categories in the curriculum: Digital Safety and Security, and Digital Citizenship. These additional learning categories were introduced in the form of lessons by the teachers participating in the study. A think aloud strategy was used whereby learners verbalise what they were doing and learning while engaging in the digital media literacy lesson activities. The learners’ verbalisations were used to ascertain what learning was occurring in the classroom. The experimental group demonstrated an increase in critical thinking from pre- to post-evaluation. This research therefore proposes that the signature element of intervention strategies for inappropriate online behaviour be to create a “culture of critical thinking”. This implies greatly reducing the risks cyberspace pose, and at the same time enhancing adolescents’ abilities to use it in ways that create and deepen healthy relationships – in the digital as well as the real world. / Psychology / D. Litt. et Phil. (Psychology)
435

An exploratory study on new technology and associated psychosocial risks in adolescents : can digital media literacy programmes make a difference

Van der Merwe, Petro 11 1900 (has links)
This study centres on the psychological effects new digital media, like the internet and cellphones, have on adolescents. Although the internet has enormous benefits, it also poses a host of risks that can make adolescents vulnerable to victimisation and/or developing associated psychosocial problems. Characterisations of adolescents’ social relationships in the internet medium, as well as the investigation of the continuity between digital media literacy and online social behaviours, carry high relevance for developmental psychology. It is during the adolescent period that peer interactions arguably hold the greatest importance for individuals’ social and behavioural functioning. Using a logic model for evaluation, the researcher conducted an exploratory research study on digital media use among adolescent learners aged 13 to 15 years to determine whether schools could guide them to think critically for themselves about the entire realm of these new media. The data were gathered from school principals, teachers, parents and learners from three secondary schools in Gauteng Province, which were purposely selected to represent different socio-economic circumstances. A total of 230 people (n=230) participated in the research. Mixed research methods were employed in this study. The quantitative research methods supported the qualitative research methods. The literature review suggested that current media literacy education, which forms part of the Life Orientation curriculum, does not enable learners to think critically or make informed choices about their behaviour in the digital world – because it incorporates neither ethics nor responsibility. One of the main aims of the study therefore was to investigate the importance of expanding existing media literacy education, namely by incorporating two additional learning categories in the curriculum: Digital Safety and Security, and Digital Citizenship. These additional learning categories were introduced in the form of lessons by the teachers participating in the study. A think aloud strategy was used whereby learners verbalise what they were doing and learning while engaging in the digital media literacy lesson activities. The learners’ verbalisations were used to ascertain what learning was occurring in the classroom. The experimental group demonstrated an increase in critical thinking from pre- to post-evaluation. This research therefore proposes that the signature element of intervention strategies for inappropriate online behaviour be to create a “culture of critical thinking”. This implies greatly reducing the risks cyberspace pose, and at the same time enhancing adolescents’ abilities to use it in ways that create and deepen healthy relationships – in the digital as well as the real world. / Psychology / D. Litt. et Phil. (Psychology)
436

Governing Gambling in the United States

Garcia, Maria E 01 January 2010 (has links)
The role risk taking has played in American history has helped shape current legislation concerning gambling. This thesis attempts to explain the discrepancies in legislation regarding distinct forms of gambling. While casinos are heavily regulated by state and federal laws, most statutes dealing with lotteries strive to regulate the activities of other parties instead of those of the lottery institutions. Incidentally, lotteries are the only form of gambling completely managed by the government. It can be inferred that the United States government is more concerned with people exploiting gambling than with the actual practice of wagering. In an effort to more fully understand the gambling debate, whether it should be allowed or banned, I examined different types of sources. Historical sources demonstrate how ingrained in American culture risk taking, the core of gambling, has been since the formation of this nation. Sources dealing with the economic implications of gambling were also studied. Additionally, sources dealings with the political and legal aspects of gambling were essential for this thesis. Legislature has tried to reconcile distinct problems associated with gambling, including corruption. For this reason sports gambling scandals and Mafia connections to gambling have also been examined. The American government has created much needed legislature to address different concerns relating to gambling. It is apparent that statutes will continue to be passed to help regulate the gambling industry. A possible consideration is the legalization of sports wagering to better regulate that sector of the industry.
437

Beyond the electronic connection : the technologically manufactured cyber-human and its physical human counterpart in performance : a theory related to convergence identities

Sharir, Yacov January 2013 (has links)
This thesis is an investigation of the complex processes and relationships between the physical human performer and the technologically manufactured cyber-human counterpart. I acted as both researcher and the physical human performer, deeply engaged in the moment-to-moment creation of events unfolding within a shared virtual reality environment. As the primary instigator and activator of the cyber-human partner, I maintained a balance between the live and technological performance elements, prioritizing the production of content and meaning. By way of using practice as research, this thesis argues that in considering interactions between cyber-human and human performers, it is crucial to move beyond discussions of technology when considering interactions between cyber-humans and human performers to an analysis of emotional content, the powers of poetic imagery, the trust that is developed through sensory perception and the evocation of complex relationships. A theoretical model is constructed to describe the relationship between a cyber-human and a human performer in the five works created specifically for this thesis, which is not substantially different from that between human performers. Technological exploration allows for the observation and analysis of various relationships, furthering an expanded understanding of ‘movement as content’ beyond the electronic connection. Each of the works created for this research used new and innovative technologies, including virtual reality, multiple interactive systems, six generations of wearable computers, motion capture technology, high-end digital lighting projectors, various projection screens, smart electronically charged fabrics, multiple sensory sensitive devices and intelligent sensory charged alternative performance spaces. They were most often collaboratively created in order to augment all aspects of the performance and create the sense of community found in digital live dance performances/events. These works are identified as one continuous line of energy and discovery, each representing a slight variation on the premise that a working, caring, visceral and poetic content occurs beyond the technological tools. Consequently, a shift in the physical human’s psyche overwhelms the act of performance. Scholarship and reflection on the works have been integral to my creative process throughout. The goals of this thesis, the works created and the resulting methodologies are to investigate performance to heighten the multiple ways we experience and interact with the world. This maximizes connection and results in a highly interactive, improvisational, dynamic, non-linear, immediate, accessible, agential, reciprocal, emotional, visceral and transformative experience without boundaries between the virtual and physical for physical humans, cyborgs and cyber-humans alike.
438

Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization

Jordan M McGraw (8803076) 07 May 2020 (has links)
<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).</div><div><br></div><div>In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.</div>

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