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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.
71

Evaluation of ArcView-GIS as a learning tool at the University of KwaZulu-Natal.

Nhlanganiso, Biyela. January 2005 (has links)
The objective ofthe research project is to investigate the use of ArcView-GIS (a Geographical Information Systems software package) to promote cognitive development , at the University of KwaZulu-Natal. To understand the impact of ArcView-GIS as a learning tool will require an understanding ofhow it is used, what learning goals are held by educators and students and the type of assessments used to evaluate student achievement. It is argued that the use of GIS software promotes development of a wide range of skills. A research instrument to measure skills related to visualization, language, mathematics and logics was used to evaluate learners from a number of different groups which included science undergraduates, humanities undergraduates and GIS students (2 groups: one group took the test after the completion and the other group prior to the GIS course). In addition GIS experts and students evaluated the user interface of ArcVIewGIS. Results show that those learners exposed to GIS performed better in all the skills evaluated than any of the other groups. Also, experts and GIS students found the software interface satisfactory. The findings suggest that ArcView-GIS can support higher-order thinking by engaging students in authentic, complex tasks within an appropriate learning context. / Thesis (M.A.)-University of KwaZulu-Natal, Durban, 2005.
72

A usability study of the SAMAP web site.

Kutumela, Lesiba. January 2011 (has links)
The goal of this research was to conduct a usability study on Digital Innovation’s (DISA) South African Music Archive Project (SAMAP) website. In order to achieve this goal, it was very important to first (1) understand more fully the expectations of potential users and then (2) to identify any mismatches between the proposed Dublin Core system and users’ search techniques. Many researchers have pointed out that a system that is not easy to use, does not match user requirements, and ignores usability studies is likely to fail (Pearrow, 2000; del Galdo & Nielsen, 1996; Shneiderman & Plaisant, 2005; Kuniavsky, 2003). This study was conducted at the University of KwaZulu-Natal’s Howard College Campus in Durban, South Africa. A qualitative research method was chosen for this study within an eclectic-mixed methods-pragmatic paradigm which favours multiple data collection research instruments to collect data. Data collected was mostly of a qualitative nature and has been interrogated using NVivo™. The patterns that emerged out of this study will establish a better understanding of multi-disciplinary online music archives and website designs. A discussion of the findings and recommendations are presented in the final chapter of this dissertation, but essentially the study demonstrates the need to more fully understand user requirements before development takes place. / Thesis (M.A.)-University of KwaZulu-Natal, 2011.
73

European avant-garde : art, borders and culture in relationship to mainstream cinema and new media

Aceti, Lanfranco January 2005 (has links)
This research analyses the impact of transformation and hybridization processes at the intersection of art, science and technology. These forms of transformation and hybridization are the result of contemporary interactions between classic and digital media. It discusses the concept of 'remediation' presented by Bolter and proposes the concept of 'digital ekphrasis,' which is based on Manovich' s analyses of the interactions between classic and digital media. This is a model which, borrowed from semiotic structures, encompasses the technical as well as aesthetic and philosophical transformations of contemporary media. The thesis rejects Baudrillard's and Virilio's proposed concepts of 'digital black hole' as the only possible form of evolution of contemporary digital media. It proposes a different concept for the evolutionary model of contemporary hybridization processes based on contemporary forms of hybridizations that are rooted in aesthetic, philosophical and technological developments. This concept is argued as emancipated from the 'religious' idea of a 'divine originated' perfect image that Baudrillard and Virilio consider to be deteriorated from contemporary hybridization experimentation. The thesis proposes, through historical examples in the fine arts, the importance of transmedia migrations and experimentations as the framework for a philosophical, aesthetic and technological evolutionary concept of humanity freed from the restrictions of religious imperatives.
74

Discovering Digital Diplomacy: The Case of Mediatization in the Ministry for Foreign Affairs of Finland

Huxley, Aino January 2014 (has links)
The increasing importance of media, especially digital media, in society has been studied widely, from identity formation to activist movements. In international relations studies digital media’s impact has focused considerably on public diplomacy 2.0. This focus has caused a more holistic view of digital diplomacy to be neglected. This study explores how digital media’s impacts as a part of mediatization are seen within the Ministry for Foreign Affairs of Finland. Semi-structured interviews with 11 officials from the Ministry of Foreign Affairs were conducted. These led to the creation of three thematic fields. The first one looks into how the agency of the Ministry is seen to be impacted by digitalization. The second section looks into how community building is seen as essential. And the third part investigated how the ministry evaluates the impacts of digitalization on other ministries of foreign affairs in the light of its own experience. The finding is that the ministry is expanding into a new digital sphere and that in the process of so doing the Ministry is not a tabula rasa, but it mirrors the cultural and political context of the country within the online sphere.
75

Gatekeepers No More: Redefining the Roles of Journalism and PR in the Age of Digital Media and Content Marketing

Scopelliti, Maria 31 January 2014 (has links)
The digital media landscape has fundamentally changed the way audiences consume and share content, creating many opportunities and challenges for news companies and organizations of all types (private, public and non-profit). This research investigates how the latter have gained the ability to produce and distribute journalistic-like content through their owned channels, thus circumventing journalists and engaging with their audiences directly. It shows how digital media have altered the manner in which news about organizations is disseminated, and, subsequently, the roles of PR practitioners and journalists. Through a series of interviews with seasoned experts in these two competing and collaborating fields, this project provides insights regarding the erosion of journalists’ gatekeeping role and the advent of PR practitioners as content creators. It supports prior research regarding the value of reciprocity between journalists and PR practitioners and offers orientations as to the future of these two professions in the context of the digital media landscape.
76

The rendered arena : modalities of space in video and computer games

Stockburger, Axel January 2006 (has links)
During the last 30 years computer and videogames have grown into a large entertainment industry of economic as well as cultural and social importance. As a distinctive field of academic inquiry begins to evolve in the form of Game Studies, the majority of approaches can be identified as emerging either from a background of literary theory which motivates a concentration on narrative structures or from a dedicated focus on the rules of video and computer games. However, one of the most evident properties of those games is their shared participation in a variety of spatial illusions. Although most researchers share the view that issues related to mediated space are among the most significant factors characterising the new medium, as of yet, no coherent conceptual exploration of space and spatial representation in video and computer games has been undertaken. This thesis focuses on the novel spatial paradigms emerging from computer and video games. It aims to develop an original theoretical framework that takes the hybrid nature of the medium into account. The goal of this work is to extend the present range of methodologies directed towards the analysis of digital games. In order to reveal the roots of the spatial apparatus at work an overview of the most significant conceptions of space in western thought is given. Henri Lefebvre's reading of space as a triad of perceived, conceived and lived space is adopted. This serves to account for the multifaceted nature of the subject, enables the integration of divergent spatial conceptions as part of a coherent framework, and highlights the importance of experiential notions of spatiality. Starting from Michel Foucault's notion of the heterotopia, game-space is posited as the dynamic interplay between different spatial modalities. As constitutive elements of the dynamic spatial system mobilized by digital games the following modalities are advanced: the physical space of the player, the space emerging from the narrative, the rules, the audiovisual representation and the kinaesthetic link between player and game. These different modalities are examined in detail in the light of a selected range of exemplary games. Based on a discussion of film theory in this context an original model that serves to distinguish between different visual representational strategies is presented. A chapter is dedicated to the analysis of the crucial and often overlooked role of sound for the generation of spatial illusions. It is argued that sound has to be regarded as the privileged element that enables the active use of representational space in three dimensions. Finally the proposed model is mobilised to explore how the work of contemporary artists relates to the spatial paradigms set forth by digital games. The critical dimension of artistic work in this context is outlined. The thesis concludes with a discussion of the impact of the prevalent modes of spatial practice in computer and video games on wider areas of everyday life.
77

Fantasy football participation and media usage

Comeau, Troy O., January 2007 (has links)
Thesis (Ph. D.)--University of Missouri-Columbia, 2007. / The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on January 31, 2008) Vita. Includes bibliographical references.
78

Developing a community of independent film/video producers to foster creation, marketing, and distribution of digital media

Craddolph, Hayden V. January 2006 (has links)
Thesis (M.S.)--Kutztown University of Pennsylvania, 2006. / Includes bibliographical references.
79

Digital media exchange : a digital media school in Pretoria

Osman, Rafeeq. January 2008 (has links)
Thesis (MArch (Prof)) -- University of Pretoria, 2008. / Abstract in English. Includes bibliographical references.
80

Interactive teaching model : a proposal to integrate basic architecural [sic] design pedagogy with digital media /

Gonavaram Bala Sai, Shivani Seshadri. January 2004 (has links)
Thesis (M.S.)--University of Missouri-Columbia, 2004. / Typescript. Includes bibliographical references (leaves 38-39). Also available on the Internet.

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