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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.
221

Vergleichende Untersuchungen von Leistungs- und Stoffwechselparametern im ergometrischen Test an Land und im Wasser / Comparative studies on performance and metabolic parameters in the ergometric test on land and in water

Karnahl, Brita January 2010 (has links)
Einleitung: Vorliegende empirische Daten verdeutlichen, dass in der Fachwelt zwar weites gehend Einigkeit über die Wirkung des Mediums Wasser auf den Organismus in Ruhe (metabolisch und endokrin) besteht, aber differente Aussagen bei Immersion und Bewegung (hämodynamisch, metabolisch und endokrin) getroffen werden. Wie unterscheidet sich die physische Beanspruchung an Land und im Wasser? Gelten die allgemeingültigen Empfehlungen an Land zur Steuerung erwünschter Trainings- bzw. Belastungseffekte auch für aquale Bewegungs- und Trainingsformen? Ergebnisse und Diskussion: Die Herzfrequenz, der systolische Blutdruck und der Sauerstoffverbrauch waren in Ruhe (baseline) an der anaeroben Schwelle und während der Ausbelastung auf dem Land und im Wasser ähnlich. Der Respiratorische Quotient wurde gering reduziert, als die Probanden im Wasser trainierten. Die Glukose- und Laktatkonzentration wurden vermindert, wohingegen die freie Fettsäurekonzentration mit der Belastung im Wasser erhöht wurde. Wasserimmersion senkte die Adrenalin- und Noradrenalinkonzentration und erhöhte die vermehrte ANP-Produktion während der Belastung. Belastungsinduzierte Anstiege endokriner Parameter (Adrenalin und Noradrenalin) sind im Wasser geringer ausgeprägt als an Land. Hinsichtlich der Stoffwechselregulation konnte beobachtet werden, dass ANP eine Rolle bei der Regulation des Fettstoffwechsels spielt. Die Ergebnisse lassen vermuten, dass Belastungen im Wasser vor allem eine spezifische humorale und metabolische Antwort des Organismus entlocken. Belastungsinduzierte Anstiege endokriner Parameter (Katecholamine) im Wasser sind geringer ausgeprägt als an Land. Immersions- und Belastungseffekte scheinen teilweise konträre Reize zu sein. Es sind daher weiterhin experimentelle Untersuchungen notwendig, um die Regulationsmechanismen des Organismus zur Kompensation eines erhöhten venösen Rückstroms bei Immersion ohne und vor allem mit Bewegung zu klären. Auf Grund der geringen Unterschiede in der hämodynamischen Reaktion des Körpers bei vergleichbarer körperlicher Belastung Land vs. Wasser kann sich an den allgemeingültigen Empfehlungen an Land zur Steuerung erwünschter Trainings-bzw. Belastungseffekte auch für aquale Bewegungs- und Trainingsformen orientiert werden. / Introduction: The empirical data we have shows clearly that that there may be a large area of agreement among professionals on the effect of water as a medium on the organism at rest (metabolic and endocrinal), but different conclusions have been drawn about immersion and exercise (hemodynamic, metabolic and endocrinal). How does physical stress differ on dry land and in the water? Do the general recommendations on land apply to control of desired training or stress effects as well as for aquatic types of exercise and training? Results and discussion: The heart rate, systolic blood pressure and uptake of oxygen at rest (baseline) were similar at the anaerobic threshold and during a workout on land and in the water. The respiratory quotient was slightly reduced when the test subjects were training in the water. Their glucose and lactate concentration was lowered, whereas the free fatty acid concentration was raised during physical workload in the water. Water immersion lowered adrenalin and noradrenalin concentration and raised the increased production of ANP during workload. Load-induced increases in endocrinal parameters (adrenalin and noradrenalin) are less marked in water than on land. When it comes to regulating the metabolism, it was possible to observe that ANP plays a role in regulating lipid metabolism. The results suggest that workloads in water elicit especially a specific humoral and metabolic response from the organism. Load-induced increases of endocrinal parameters (catecholamines) in water are less marked than on land. Immersion and load effects appear to be partly contrary stimuli. For this reason, further experimental tests are required in order to clarify the organism’s regulatory mechanisms to compensate for increased venous back current when immersed without and especially with exercise. Because of the slight differences in the body’s hemodynamic response at comparable physical loads on land versus water, the generally accepted recommendations to control the desired training and physical workload effects on land can be used as the basis for aquatic types of exercise and training as well.
222

Ditidaht elders’ strategies for the introduction of immersion programs in a First Nation community

Touchie, Bernice 05 1900 (has links)
The thesis explores the possibilities for immersion in a First Nation small community whose language survival hinges on the action by the 5% fluent speakers. Curriculum planning is needed at a time when First Nations do not have the resources or experience in teaching their language as a second language and very limited experience with curriculum development and school administration. The author is familiar with the deep emotional desire for effective language programs but the communities cannot find an effective means for truly successful results. The occasional Native teacher searches for methods by learning linguistic strategies or modeling literate classroom lessons. Community leaders face surmounting obstacles while elders pass away with each crucial decade. These obstacles and constraints are not only due to social ills but also to the attempt at developing curriculum with models which do not origninate with the community, the culture, or the language itself. The thesis therefore attempts to find avenues for blending learning strategies of an oral culture and recognizing and validating the culture which embraces the cultural background to the language. The avenues for language revitalization involve ethnographic research which is seen as practical to the community if these are steps toward cultural development. The social issues level is considered as Native language speakers are often adversely effected due to schooling in residential schools. The thesis then concludes the specific needs for the Ditidaht context as concerns community process, as traditional protocol, and as the nature of an effective curriculum (received in generalized concepts from the community interviews). Other First Nation Community strategies are reviewed from many nations throughout Canada and the United States. The Canadian French immersion experience provides a preview into immersion evolution. The research is found necessary for any First Nation community in search of the crucial need for effective second-language curriculum focus.
223

A comparative analysis of the development of immersion programs in British Columbia and Quebec : two divergent sociopolitical contexts

Lamarre, Patricia B. Grace 05 1900 (has links)
Current explanations for the development of immersion programs in relation to language reform in Canada were found to be inadequate and superficial. The lack of attention to the existence of different sociopolitical contexts has, furthermore, flawed the sociological interpretation of programs. A comparative case study and multi-method approach was therefore proposed to examine the historical development of programs in two provinces with very different sociolinguistic and sociopolitical contexts, Quebec and British Columbia. Comparative analysis revealed that both commonalities and differences could be identified in the development of immersion programs in these two provinces and that these have implications for the political and sociological analysis of programs. In both contexts, it was seen that the implementation and expansion of programs has required similar organizational adjustments. The relationship of programs to language reform is, however, very different In Quebec, programs represent a community response to the changing status of French and are only indirectly related to federal efforts to implement a national policy of official bilingualism. In British Columbia, programs were initiated by parents, but eventually became directly related to federal involvement in language education and to Ottawa's efforts to implement a national language policy. By providing support to the parent association "Canadian Parents for French", Ottawa found a constituency in English Canada willing to promote official bilingualism. "Canadian Parents for French" and federal funding have played a critical role in the development of immersion programs in British Columbia; whereas in Quebec, neither of these elements has been an important factor in the expansion of programs. Although the development of immersion programs in Quebec and British Columbia has been framed by divergent language policies, in both provinces, the development of immersion programs reflects the adjustment of the English speaking community to the enhanced status of French. Similar sociological patterns were found in how the Anglophone community has made this adjustment and in how schools have been called upon to respond to societal change.
224

Student attrition in specialized high school programs : an examination of three French immersion centres

Cadez, Ronald V., University of Lethbridge. Faculty of Education January 2006 (has links)
Student attrition has always been a problem for French immersion programs, especially at the high school level. In response to a lack of current research, this study seeks to discover if the problem persists. It also examines how today's French immersion high schools are dealing with other problem areas identified in research done in the past. These areas include, among others, students' learning challenges, behavioural challenges, and difficulties with the French language. The study documents the attrition rates from 1990 to 2004 in three high schools in Manitoba that are French immersion centres. In an effort to understand why students remained or left the immersion programs, 35 teachers, 220 current students, and 18 former students who have left the program to attend English schools were surveyed. All three sample groups' perceptions of the program show that while many things that were considered problematic in the literature are no longer a concern, other issues continue to persist. Furthermore, the data show that male and female students tend to leave the French immersion program for different reasons. However, the common motive that instigates the decision to leave appears to be the perception that higher grades can be achieved in an English school. / xi, 161 leaves ; 29 cm.
225

Insônia : a tecnologia audiovisual como catalisador para a imersão no teatro

Casiraghi, Maurício Pezzi January 2017 (has links)
Esta dissertação caracteriza-se como memorial reflexivo de uma pesquisa empírica, que se enquadra no campo de estudos dos processos de criação cênica. A pesquisa se articula em torno da questão da imersão na cena contemporânea, aqui despertada pelo contato com obras que têm como denominador comum a relação intrínseca da cena e da tecnologia e, ao mesmo tempo, investem na experiência de inundamento sensorial de seus espectadores. A partir dessa perspectiva, investigo procedimentos que possam promover essa experiência teatral imersiva. Para isso, desenvolvo uma pesquisa em dois módulos. O primeiro, um estudo bibliográfico, que visa reconhecer tensões conceituais sobre a perspectiva da imersão. Neste reconheço os princípios de provocação do efeito imersão para serem aplicados no segundo módulo da pesquisa. O segundo módulo dedico à investigação empírica por meio do agenciamento de um experimento cênico conduzido pelos disparadores de imersão discriminados nos desdobramentos teóricos. Esses desvendados por articulação de dispositivos tecnológicos com elementos da linguagem teatral: tempo, espaço, presença, dimensão real e ficcional e manipulação dos sentidos. A partir dessa premissa, desenvolvi o experimento cênico “Insônia”. Disseco o processo de criação e, por consequência, problematizo as descobertas e soluções cênicas encontradas no caminho. / This dissertation distinguishes as a memorial of an empirical research, that belongs to the research field of theatrical creation processes. This research revolve around the notion of immersion in the contemporary scene. In this work is considered by recent contact with theater plays that makes uses of technology and bets in the experience of sensory flooding the spectators. From this perspective, i develop a research about the procedures that might produce this immersive theatrical experience. For achieving that I divide this work in two modules. The first module, a bibliographical study, that wishes to recognize conceptual tensions about the notion of immersion. Here I recognize the principles of provoking this immersion effect for then applying in the second module of the research. In the second module I devote to the empirical research by the means of arranging a theatrical experiment conducted by the immersion triggers found in the conceptual studies. These were discovered by linking technological devices and elements of theatre language: time, space, presence, real and fictional dimensions and sense manipulation. Having this as premise, I developed the theatrical experiment called “Insônia”. I analyze the creative processes and problematize the discoveries and scenic solutions found along the way.
226

Insônia : a tecnologia audiovisual como catalisador para a imersão no teatro

Casiraghi, Maurício Pezzi January 2017 (has links)
Esta dissertação caracteriza-se como memorial reflexivo de uma pesquisa empírica, que se enquadra no campo de estudos dos processos de criação cênica. A pesquisa se articula em torno da questão da imersão na cena contemporânea, aqui despertada pelo contato com obras que têm como denominador comum a relação intrínseca da cena e da tecnologia e, ao mesmo tempo, investem na experiência de inundamento sensorial de seus espectadores. A partir dessa perspectiva, investigo procedimentos que possam promover essa experiência teatral imersiva. Para isso, desenvolvo uma pesquisa em dois módulos. O primeiro, um estudo bibliográfico, que visa reconhecer tensões conceituais sobre a perspectiva da imersão. Neste reconheço os princípios de provocação do efeito imersão para serem aplicados no segundo módulo da pesquisa. O segundo módulo dedico à investigação empírica por meio do agenciamento de um experimento cênico conduzido pelos disparadores de imersão discriminados nos desdobramentos teóricos. Esses desvendados por articulação de dispositivos tecnológicos com elementos da linguagem teatral: tempo, espaço, presença, dimensão real e ficcional e manipulação dos sentidos. A partir dessa premissa, desenvolvi o experimento cênico “Insônia”. Disseco o processo de criação e, por consequência, problematizo as descobertas e soluções cênicas encontradas no caminho. / This dissertation distinguishes as a memorial of an empirical research, that belongs to the research field of theatrical creation processes. This research revolve around the notion of immersion in the contemporary scene. In this work is considered by recent contact with theater plays that makes uses of technology and bets in the experience of sensory flooding the spectators. From this perspective, i develop a research about the procedures that might produce this immersive theatrical experience. For achieving that I divide this work in two modules. The first module, a bibliographical study, that wishes to recognize conceptual tensions about the notion of immersion. Here I recognize the principles of provoking this immersion effect for then applying in the second module of the research. In the second module I devote to the empirical research by the means of arranging a theatrical experiment conducted by the immersion triggers found in the conceptual studies. These were discovered by linking technological devices and elements of theatre language: time, space, presence, real and fictional dimensions and sense manipulation. Having this as premise, I developed the theatrical experiment called “Insônia”. I analyze the creative processes and problematize the discoveries and scenic solutions found along the way.
227

Påverkar virtual reality immersion i spel med tredje persons perspektiv? / Does virtual reality affect immersion in games with third person perspective?

Löwenberg, Jakob January 2017 (has links)
Det här arbetet har som mål att undersöka huruvida tillägget av Virtual reality-teknologi i form av en Head mounted display (HMD) har någon påverkan på en spelares känsla av immersion i ett spel som använder sig av ett tredjepersonsperspektiv. För att kunna undersöka detta togs en frågeställning fram. För att undersöka denna frågeställning så utfördes en kombinerad kvantitativ/kvalitativ studie där 16 deltagare indelade i två grupper fick spela en kort prototyp framtagen för studien. Den ena gruppen spelade igenom prototypen med en HMD och den andre spelade utan. Data samlades in genom en enkät samt observationer och en kort intervju. Resultaten från de två grupperna samanställdes efter testerna för att få fram ett medelvärde för gruppens upplevda immersion. Dessa medelvärden jämfördes sedan med varandra. Resultatet av detta tyder på att tillägget av en HMD ökar användarens känsla av immersion om samtliga andra variabler är desamma.
228

Measuring the Impact of Heads-Up Display on Player Experience in FPS Games. / Påverkan av Heads-Up Display på Spelupplevelsen i FPS Spel.

Hellqvist, Max, Härjeström, Herman January 2017 (has links)
In this study, we investigate the effect of Heads-Up Display on player experience and performance when playing the first person shooter games Battlefield 1 and Battlefield 4. Participants played a mission twice, once with Heads-Up Display and once without. After each session, the participant answered a PENS questionnaire. The amount of enemies killed and the amount of times the player character died during the session was recorded. No significant differences were found other than that the participants who answered that they only played first person shooter games a few times every month killed more enemies with the Heads-Up Display active, and that the overall amount of kills was generally lower when the Heads-Up Display was active. / Denna studie undersökte effekten av Heads-Up Display på spelupplevelsen samt spelarens prestationer i förstapersonsskjutspelen Battlefield 1 och Battlefield 4. Deltagarna spelade ett uppdrag två gånger, en gång med Heads-Up Display och en gång utan. Efter varje spelomgång svarade deltagarna på ett PENS-frågeformulär. Antalet eliminerade fiender samt antalet gånger spelkaraktären dog noterades.  Inga tydliga skillnader framkom mer än att deltagarna som svarat att de spelade förstapersonskjutspel några gånger i månaden lyckades eliminera fler fiender när Heads-Up Display var aktiverat, samt att antalet eliminerade fiender var allmänt lägre när Heads-Up Display var aktiverat.
229

Impact de l’expérience immersive sur la prise en compte du kansei en design industriel amont / Impact of the immersive experience on kansei during the early industrial design

Rieuf, Vincent 17 July 2013 (has links)
Dans un contexte industriel en constante évolution, le designer industriel utilise la représentation comme un vecteur lui permettant de s’inspirer et d’opérer des choix stylistiques afin d’imaginer l’expérience induite par les concepts de produits qu’il développe. Ce travail doctoral présente l'étude comparative entre l'activité de design amont traditionnelle et l'activité de design amont immersive, permettant l'évaluation et la modélisation de l'activité de Kansei Design Virtuel. Mes travaux portent essentiellement sur l'application et l'expérimentation de théories fondamentales à travers la conception de deux outils consécutifs du processus de design:• Les Univers de Tendance sont des environnements inspirationnels spatiaux immersifs dédies à la compréhension d'une tendance stylistique et conçu pour substituer et augmenter le rôle des planches de tendances traditionnelles.• Le Dessin Tridimensionnel Immersif est un environnement générationnel permettant au designer de déposer, effacer, manipuler… un tracé dans l'espace et dédié aux premiers croquis d'idéation.Ces recherches ont pour but de développer des outils et un workflow digital immersif permettant d'une part, d'anticiper le Kansei (relation holistique designer/client-produit) afin d'optimiser les choix stylistiques stratégiques et d'autre part, de maximiser la fidélité de retranscription entre espace d'inspiration et espace de génération tout en augmentant la capacité du designer à produire des concepts esthétiques et innovants. / In an ever-changing context, the industrial design uses representation as a vector for inspiration and as a tool to operate stylistic choices which in turn enable the shaping of the experience induced by the designed product.This doctoral research presents the comparative study of traditional early design activity and immersive early design activity. This enables the evaluation and modeling of Virtual Kansei Design. My work essentially address the application and experimentation of fundamental theories through the design of two successive tools composing and innovative early design process.• The Immersive Moodboards are spatial immersive inspirational environments dedicated to the understanding of a stylistic trend, designed to substitute and enhance traditional moodboards.• The Immersive sketching is a generational environment enabling the design to position, erase, manipulate… a graphical mark in a three dimensional space planned for the creation of the first ideation sketches.This research aim to develop tools and a digital immersive workflow which first of all enables the design to anticipate Kansei (holistic relationship between the designer/user and the product) in order to optimize strategic style related choices and secondly enhances the fidelity between inspiration and generation while increasing the ability of the designer to produce innovating and aesthetic concepts.
230

Etude des lois de commande de la plateforme de simulation de conduite et influence sur le mal de simulateur / Study of control command of dynamic platform for driving simulation and influence on simulator sickness

Aykent, Baris 16 December 2013 (has links)
La simulation de conduite est fortement utilisée dans la recherche et le développement pour l'industrie automobile. Les simulateurs de conduite sont utilisés pour évaluer les prototypes véhicules pour la dynamique du véhicule et les systèmes d'aide à la conduite. Cependant, l'utilisation des simulateurs de conduite induit une problématique scientifique qui peut limiter son développement. En raison de son principe même, le simulateur de conduite ne restitue pas des mouvements du véhicule à l'échelle 1. Ce verrou cause des phénomènes de mal du simulateur qu'il est important d'étudier.Cette thèse propose d'étudier des méthodes et outils à mettre en œuvre dans les simulateurs de conduite statique ou dynamique. De cette mise en œuvre, des études sur le mal du simulateur sont menées grâce à des mesures objectives (via un capteur de suivi de mouvement, plate-forme de stabilité du corps, électromyographie) et subjectives (par l'intermédiaire de questionnaires). Des solutions algorithmiques et matérielles sont proposées et évaluées dans le contexte de la simulation de conduite.Les approches proposées dans cette thèse pour réduire le mal du simulateur sont:- Elaborer et évaluer les algorithmes de contrôle de la plate-forme mobile hexapode: sept algorithmes différents sont mis en œuvre.- Mesurer les effets liés au mal de simulateur sur les sujets aux niveaux vestibulaire, neuromusculaire et posturale.- Evaluer l'influence de l'implication des sujets sur le mal de simulateur (conducteurs et passagers). / Simulation has been intensively involved nowadays in research and development for automotive industry. Driving simulators are one of those simulation techniques which are used to evaluate the prototypes for the vehicle dynamics and driving assistance systems. However with the driving simulator, there is a lock associated with its use. Because representing a permanent scenario as scale 1 is quite difficult. Because of that difficulty, motion/simulator sickness is an inevitably important topic to study.This thesis proposes to explore methods and tools to implement in static or dynamic simulators. In this implementation, studies of simulator sickness are conducted with objective measures (via a motion tracking sensor, platform for body stability, electromyography) and subjective (through questionnaires). These algorithmic or hardware solutions studies should be defined and applied at simulators. The proposed approaches to reduce or avoid simulator sickness in this thesis are:- Building control algorithms of motion hexapod platform: seven different algorithms are implemented.- Measuring the effects of inertia on subjects at vestibular, neuromuscular and postural levels.- Assessing the involvement of subjects (drivers and passengers).

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