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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.
171

A seção de brinquedos da metalúrgica Matarazzo S.A. - Metalma -, anos de 1930-1950 em São Paulo (estudo sobre industrialização e cultura material) / Matarazzo Metallurgical Section of Toys METALMA -, years of 1930-1950 in São Paulo (study about industrialization and material culture)

Ludmila Érica Cambusano de Souza 28 March 2012 (has links)
O presente estudo, desenvolvido no Programa de Pós-Graduação em História Social da Universidade de São Paulo, vincula-se, também, por seus objetivos e condição de sua orientadora, ao Programa de Pesquisas em História da Cultura Material do Museu Paulista da USP, que vem se configurando, nas últimas duas décadas, como centro emergente neste campo. Constitui, outrossim, aprofundamento de pesquisa em torno do comércio e fabricação de brinquedos na cidade de São Paulo nas primeiras décadas do século XX, na qual, das 77 fábricas e fabriquetas de brinquedos mapeadas, ativas entre 1901 e 1937, sobressaiu-se a Seção de Brinquedos da Metalúrgica Matarazzo METALMA, que por uma conjunção de características relativas a porte, duração, tipologia fabril e, sobretudo, por participar de momento histórico marcado por um pensamento industrial de ideologia nacionalista e anseio de modernização, mostra-se como objeto de pesquisas de interesse, até então não realizado. É objetivo da pesquisa esmiuçar e concretizar os modos como os ideais do nacionalismo e modernização puderam se desenvolver nos meandros da fabricação de brinquedos voltados ao mercado consumidor brasileiro de objetos de uso doméstico, desde os materiais e métodos fabris utilizados até o produto final brinquedos de lata com temáticas variadas, que são recuperados e analisados enquanto parte do corpus documental (seja no plano da informação textual e iconográfica, seja no exame de exemplares ainda existentes), tornando-se o objeto como documento, na perspectiva da História da Cultura Material. / The present study, developed at the Post-Degree Program at the São Paulo University (USP), is also related, due to its goals and supervisors status, to the History of Material Culture Research Program at the Paulista Museum, from the same university, a center which, in the last two decades, has become an emerging center of research in the field. Therefore, the present study is a deeper research on toys trade and manufacturing in the city of Sao Paulo during the first decades of the 20th century. From the 77 plants and small factories which have been mapped, actives between 1901 and 1937, the Seção de Brinquedos da Metalúrgica Matarazzo METALMA (Matarazzo Metallurgical Section of Toys) is of special interest. Owing to a group of traits related to size, activity period, factoring type and, especially, for taking part of a historical moment of a nationalistic industrial mindset and an urge for modernization, this company is the object of this research. The goal of this research is to scrutinize and actualize the way in which the ideology of nationalism and modernization could develop at the core of toy manufacturing targeted to the Brazilian end consumer, from materials and factoring procedures adopted to the final product differently themed tin toys which have been retrieved and analyzed as part of the documental corpus (both as textual and iconographical information and as analyses of remaining objects), and have become the documents for this research on perspective to the History of Material Culture.
172

Construção das identidades de gênero na infância: os discursos dos brinquedos e brincadeiras

Godoy, Karine Natalie Barra 13 December 2017 (has links)
Submitted by Geandra Rodrigues (geandrar@gmail.com) on 2018-03-20T19:44:14Z No. of bitstreams: 1 karinenataliebarragodoy.pdf: 2298706 bytes, checksum: f53a014d7d8a3717654e8b421b0aa7d9 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2018-03-21T12:23:24Z (GMT) No. of bitstreams: 1 karinenataliebarragodoy.pdf: 2298706 bytes, checksum: f53a014d7d8a3717654e8b421b0aa7d9 (MD5) / Made available in DSpace on 2018-03-21T12:23:24Z (GMT). No. of bitstreams: 1 karinenataliebarragodoy.pdf: 2298706 bytes, checksum: f53a014d7d8a3717654e8b421b0aa7d9 (MD5) Previous issue date: 2017-12-13 / Esta pesquisa tem o objetivo de analisar como a interação entre as crianças da Creche Comunitária Sorriso de Criança, bem como os significados de gênero, que emergem de brinquedos e brincadeiras na infância, contribuem na construção de suas identidades de gênero. As brincadeiras e os brinquedos fazem parte da cultura infantil e, compreendidos enquanto um sistema simbólico, contribuem para o processo de socialização e de formação de identidades de gênero. Partimos do ponto de vista de que as interações estabelecidas pelas crianças fazem parte do rol de experiências objetivas e subjetivas que vão criando as suas identidades, bem como os papéis sociais de gênero. O estudo caracterizou-se como sendo do tipo etnográfico. A técnica utilizada foi a observação participante para analisarmos a interação entre 15 crianças de uma turma, com idades de 3 e 4 anos, com as educadoras e com os brinquedos e as brincadeiras. Foi possível perceber que as experiências entre as crianças são atravessadas por discursos performativos de gênero. Evidenciou-se nas interações que, mesmo entre as crianças de pouca idade, os papéis de gênero estão muito próximos daqueles vividos pelos adultos que convivem no mesmo contexto social e cultural, e os brinquedos e brincadeiras tendem a reproduzir os papéis de masculinidade e feminilidade normativa, experimentadas em diferentes espaços de interação entre as crianças e entre as crianças e os adultos, tanto da família quanto da Creche Comunitária Sorriso de Criança. / This research aims at analyzing the interaction between the children of the Creche Comunitária Sorriso de Criança, as well as the gender meanings that emerge from toys and games during childhood contribute to the construction of their gender identities. Play and toys are part of children's culture and, understood as a symbolic system, contribute to the process of socialization and the formation of gender identities. We start from the point of view that the interactions established by children are part of the list of objective and subjective experiences that are creating their identities, as well as gender social roles. The study was characterized as being of the ethnographic type. The technique used was the participant observation to analyze the interaction between 15 children of a group of 3 and 4 year olds, with educators and with toys and games. It was possible to perceive that the experiences among the children are crossed by performative discourses of gender. It has been shown in the interactions that, even among young children, gender roles are very close to those lived by adults living in the same social and cultural context, and toys and games tend to reproduce the roles of masculinity and normative femininity, experienced in different spaces of interaction between children and between children and adults, both in the family and in the Creche Comunitária Sorriso de Criança.
173

Sound effects: the effects of sound-producing toys on the level of social and cognitive play in 3, 4, and 5-year-olds

Turpin, Jenette Katherine January 1900 (has links)
Master of Science / Department of Family Studies and Human Services / Ann D. Murray / This study investigated the effects of sound-producing toys on the social and cognitive levels of play in young children. Thirty-four pairs of children were observed (N=68), ages 3, 4, and 5 years, during 15-minute play sessions. The play conditions were: 1) farm set with sound, 2) farm set with no sound, 3) doctor set with sound, and 4) doctor set with no sound. Independent variables included age, gender, and the presence or absence of sound. Dependent variables included the percentages of time that children engaged in levels of social play (solitary, parallel, and group), levels of cognitive play (functional, constructive, and dramatic), and non-play. Overall, sound was marginally associated with more time spent in play. For group play there was a marginally significant sound by gender interaction, suggesting that sound doubled female group play. There was a significant sound by age interaction suggesting that 5-year olds engaged in group play more with sound than with no sound. A significant sound by gender interaction indicated that the presence of sound increased dramatic play in both males and females, but more so in females. A sound by age interaction indicated that 5-year-olds engaged in more dramatic play with sound than without. Three-year-olds also engaged in more dramatic play when sound was present. There was a significant sound by gender interaction indicating males engaged in more functional play than girls when sound was present. There was a significant sound by age interaction, indicating that 5-year-olds engaged in less constructive play when sound was present. In conclusion, young children were more likely to engage in play when sound was present. Sound enhanced the play of 5-year-olds who engaged in more group and dramatic play, but less constructive play, with sound-producing toys. Sound also enhanced the play quality of 3-year-olds, who engaged in more dramatic play when sound was present. Furthermore, sound enhanced the play of girls who engaged in more group and dramatic play with sound, and boys, who engaged in more dramatic play with sound. Limitations of the study along with implications for future research are discussed.
174

Almeria-Mars: A web based robotic simulation

Wood, John Travis Ian 01 January 2003 (has links)
This project discusses the concepton of a web-based simulation. In particular, it will deal with the development of a robotic Mars Pathfinder simulation delivered via the World Wide Web.
175

Fullständig Njutning : Distinktioner och nyliberal konsumtionskultur i sexbutiken Kino Shops nyhetsbrev 2009-2019

Ström, Maya January 2020 (has links)
The sex shop has existed as spatially Othered and ideologically transgressive. However, the last decades have witnessed both a literal and figurative move into a position of normalcy and legitimacy. Previous research conducted on this topic has covered this shift, and the importance of a “feminization” of the market for this to happen. While the previous research is extensive on the “new” sex shop, it has partly overlooked the hybridization of the traditional with the feminized. This essay has thus aimed to discern the trends of a “mixed-gender” sex shop, in order to both contribute to the understanding of the Swedish context as well as how class, gender, and past & present work as distinctions within this. The results show that a stereotypical femininity and masculinity is visually used by the store as tropes of distinction. As abstract ideals they converge in a rhetoric of an aspirational class, that sees knowledge as well as consumption as vital to a “sexual health”. However, while the commodities on offer are partly marketed with such sophistication, they are equally advertised as realistic resemblances of genitalia or parts of the body. Thus, the sophisticated consumption is diversified with a realistic, at times vulgar, address. The conclusive observation here is hence that the traditional sexuality-related consumption can coexist with a feminized version within one and the same store. Consequently, this essay sees that a plurality of desires is a part of the market’s continual expansion.
176

[pt] BRINQUEDOS ÓTICOS ANIMADOS E O ENSINO DE DESIGN / [en] OPTICAL ANIMATION TOYS AND DESIGN TEACHING

GABRIEL FILIPE SANTIAGO CRUZ 13 May 2021 (has links)
[pt] O presente estudo propõe uma metodologia interdisciplinar para a criação de objetos óticos, que possa ser utilizada como material didático no ensino de Design. O uso de novas tecnologias em sala de aula permite questionar sobre que tipos de objetos estimulantes e atraentes podem ser desenvolvidos para o aprendizado do aluno nascido de uma geração imersa no meio digital. Uma das hipóteses seria o desenvolvimento da releitura dos chamados brinquedos óticos criados entre os séculos XVII e XIX e que são considerados os antecedentes do Cinema de Animação. No entanto, muitos são os desafios para que o novo material seja criado a partir de uma metodologia colaborativa recente, sem se caracterizar como apenas uma nova roupagem para antigos modelos. Fundamentada em conceitos como os fatores educativos de Luigi Giussani, a pedagogia das coisas de Pier Paolo Pasolini e a teoria de simetria de Bruno Latour, esta tese faz um levantamento histórico desses objetos óticos e analisa situações de ensino aprendizagem utilizando recursos didáticos a partir de tecnologias analógicas. Uma análise desses recursos, uma discussão e aprofundamento em questões como, interdisciplinaridade e Cinema de Animação são apresentadas. Por fim um estudo de caso de produção interdisciplinar de objetos óticos criados por alunos em sala de aula foi realizado. / [en] The essay presents an interdisciplinary methodology with the creation of optical toys for pedagogical purposes in Design teaching. In digital era, the use of new technologies in classroom favors speculation about what fascinates the students nowadays and what would be useful to their learning. One hypothesis is the recreation of the then-called optical toys, originally created in XVIII-XIXth centuries, considered the forefathers of Animation Cinema. However, there are many challenges to create new material originating from a recent colaborative methodology, instead only rehashing the old models. This thesis is based on Luigi Giussani s educative factors, Bruno Latour s simetry theory and Pier Paolo Pasolini s pedagogy of things, bringing a historical survey of the optical objects and analyzes cases of teaching learning with didatic resources from analogical technologies. It concludes an interdisciplinary case of optical objects producted by students in class.
177

The User Experience of Disney Infinity: Do Smart Toys Matter?

Welch, Shelly 01 January 2015 (has links)
This study investigated what factors come into play when looking at the user experience involved with the commercial video game Disney Infinity (2.0 Edition), and sought to determine if the unique combination between sandbox and smart toy based gameplay present in gameplay offers an additional level of immersion. This study analyzed the effect of Disney Infinity (2.0 Edition) on immersion utilizing a Game Immersion Questionnaire modified to analyze play preference as well as video game experience. The study methodology analyzed 48 users while playing in "Toy Box" mode both with and without the associated smart toys, or Disney characters. Results show that while there was no significant difference in immersion for either group, nor were there any significant correlations between variables, there was a preference for playing the game with the associated smart toys in both groups. Recommendations were made for continued research building on modifications to this study as well as future research exploring the potential for smart toys in other areas.
178

Prototyping and user testing a new sound toy: Gamelike interactions with FM synthesis

Jers, Viktor January 2023 (has links)
Sound toys are game-like technologies that can be described as playful sonic interactions where the users are given unusual ways to creatively explore and transform synthetic sound. This study investigated the prototyping and evaluation of a new sound toy. The toy was designed to test new possibilities for playful music interactivity and sonic exploration. Inspired by prior sound toy research, the design utilized game data, such as user input and simulated physics, that were mapped to control FM synthesis parameters. As intended by the design, the means of controlling the sonic parameters were not obvious to the users, but the sound synthesis was controlled by the movement and collision of virtual objects. The sound toy was evaluated through User Experience (UX) testing which provided a detailed assessment of the interaction design. In general, respondents associated the toy with puzzle-like interactions found in games. Respondents reported that the interactions were fun, intriguing and accessible. Findings confirmed that the playfulness of the experience and the sense of being in control was not dependent on the users understanding the input mappings to the sonic parameters.
179

A ética do cuidado e do encontro: a possibilidade de construir novas formas de existência a partir de uma brinquedoteca comunitária / The ethics of care and encounter: the possibility of building new ways of existence from a community toy library

Jurdi, Andréa Perosa Saigh 04 February 2010 (has links)
Crianças e adolescentes brasileiros, de baixa renda, têm integrado a chamada população de risco, à medida que veem seu direito à vida, à saúde, ao bem-estar físico e psíquico ser violado cotidianamente. A proximidade com situações de violência, abusos, miséria, negligência e abandono,coloca-os em situação de vulnerabilidade social. Essa situação a que são submetidas nossas crianças e adolescentes não se limita ao campo de saber da saúde, porém o implica, cada vez mais, no sentido de articular ações que viabilizem outras formas de existência para essa população. No bairro do Jardim D\'Abril a parceria, entre o Cecco Previdência, serviço da rede municipal de saúde, e a Associação Cultural União de Bairros, permitiu a viabilização de uma dessas ações - a brinquedoteca comunitária - e deu origem a este estudo cujo objetivo é propor, a partir dos conceitos propostos pela teoria do amadurecimento de D. W. Winnicott, a intervenção na brinquedoteca. As interações promovidas pelo trabalho em saúde, permeadas por uma ética do cuidado deve ser compreendida como experiência de preocupação com o outro, e possibilidade de provocar transformações em trajetos pessoais e em trajetórias coletivas. O brincar propiciou, às crianças e adolescentes, o contato com o mundo, a cultura, e a apropriação desses elementos, revelando uma maneira de ser, de estar no mundo e de expressar-se. Como mãe suficientemente boa, a brinquedoteca se propôs a realizar o papel de acolher e sustentar o encontro humano. As relações se estabeleceram baseadas na confiabilidade, fidedignidade, e constância das ações, ofereceu às crianças e adolescentes a provisão de um ambiente humano que permitiu o brincar espontâneo e criativo. E levou crianças e adolescentes, a um modo pessoal de existir em que puderam ser mais criativos e menos vulneráveis frente aos desafios encontrados. No trânsito entre o individual e o coletivo as práticas cotidianas produziram resultados importantes. Um deles, criar o pensamento de que o trabalho construído na atenção à criança e ao adolescente em situação de vulnerabilidade social somente é possível em rede. A intervenção baseada nos pressupostos da teoria do amadurecimento possibilitou ampliar o trabalho para além das relações individuais e fortalecer as práticas coletivas, criando estratégias de composição entre o campo da saúde e o campo do social, afirmando a possibilidade de novas formas de convívio. / Brazilian low income children and teenagers have belonged to the so called risk population, as they notice that their rights to life, health and physical and psychological well being are violated daily. The nearness to everyday situations of violence, abuse, poverty, negligence and abandonment place them into situations of social vulnerability. This situation that such children and teenagers are subjected doesn\'t limit itself to the knowledge field of health, but implies it increasingly, in the sense of articulating actions that allow other forms of existence to this population. At Jardim D\'Abril district a fellowship between Cecco Welfare, a service from the city health network, and the Union of Districts Cultural Association allowed those actions to be feasible through a community toy library, and originated this study, whose objective is to propose an intervention at the community toy library based on the concepts proposed by D. W. Winnicott\'s theory of maturing. The interactions promoted by the work made in health, permeated by the ethics of care, must be understood as an experience of concern for the other and as a possibility to cause transformations in both personal and collective path. At the toy library\'s daily practice playing propitiated to children and teenagers being in touch with the world and culture, and appropriating themselves of these elements, revealing a way to be, to exist in the world and to express themselves. As a sufficiently good mother, the toy library proposed to play the role of sheltering and sustaining human encounter. As a human environment, the relationship that was established based on reliability and trust, as well as the constancy of actions, offered to those children and teenagers an environmental provision that allowed a spontaneous and creative way to play. They could be more creative and less vulnerable when dealing with the challenges they find along their lives. In the transit between what is personal and what is collective, the daily practice produced important results. One of them was to create the thought that the work built based on the attention of children and teenagers in a situation of social vulnerability, is only possible if built within a network. The intervention based on the assumption of the maturing theory allowed the work to be widen for beyond the personal relations and to strengthen the collective practice, building strategies of construction between health and social fields, asserting the possibilities of new ways of living.
180

Ambiente educacional enriquecido: estudo da aplicação de oficinas de construção de brinquedos em centro de ciência / Enriched educational environment: study of the application of workshops to build toys in a center for science

Martins, Barbara Milan 29 November 2012 (has links)
Está estabelecido na literatura de neurociência que ocorrem transformações no encéfalo de animais, devido à neuroplasticidade; estas podem ser potencializadas de acordo com os ambientes nos quais o indivíduo interage, assim como o tipo de interação estabelecida por este. Na literatura, a aplicação do conceito de ambiente enriquecido para a prática experimental mostra resultados favoráveis e significativos na aprendizagem e desenvolvimento de animais. Neste estudo, buscou-se ampliar o conceito de ambiente enriquecido para o ambiente educacional de um centro de ciência. Investigar a interação de alunos do 5º ano da rede pública de ensino, em ambiente educacional de oficinas de construção de brinquedos oferecidas, no Centro de ciência Sabina: Escola Parque do Conhecimento (Santo André, SP), e possíveis aproximações com o conceito de ambiente educacional enriquecido, proposto neste estudo, constitui o objeto deste trabalho. Nesta investigação buscou-se destacar os componentes ambientais que influem no desempenho e na interação dos alunos durante as oficinas. A investigação, de natureza qualitativa, foi inspirada na metodologia de Estudo de Caso do tipo Etnográfico Aplicado à Educação, que indica a imersão do pesquisador no campo investigado para apreensão de relações e significados dos sujeitos, apenas realizada após longa permanência do pesquisador em campo. Foram utilizados como instrumentos entrevistas, gravação em áudio e em vídeo e adotado o diário de campo para registro das observações. Os dados mostraram incorporação de elementos conceituais de fenômenos observados durante a execução das oficinas, assim como busca ativa de explicação para compreensão desses fenômenos físicos identificados durante a interação dos alunos com os brinquedos. Por meio deste estudo, identificou-se a necessidade de considerar os ambientes educacionais em perspectiva integral, em seus componentes físico-estruturais e humanos. Em ambiente educacional, as aquisições por parte dos alunos não se restringem ao ensino e aprendizagem de conteúdos, mas também se realizam na mudança de atitudes e crenças, compreensão de fenômenos e aspectos do cotidiano, entendimento estético, identidade etc. Foi observado que alunos rotulados no ambiente escolar como aluno com distúrbios; com dificuldades de aprendizagem e ou comprometimento, no ambiente das oficinas de construção de brinquedos apresentaram desempenho e envolvimento tão bom ou melhor quanto os dos alunos considerados normais. O estudo destacou o papel do mediador e do professor como essencial na atividade, como parte dos elementos enriquecedores do ambiente de aprendizagem, em que sua expectativa em relação ao desempenho dos alunos, sua concepção de ensino e de aprendizagem e orientações oferecidas aos alunos influem significativamente no ambiente, condução da atividade e desempenho dos alunos. Desta forma, observamos que o ambiente de construção de brinquedos possui elementos que propiciam a aprendizagem, a interação e desenvolvimento dos alunos / It is well established in the literature of Neuroscience that transformations occur in the brain of animals due to neuroplasticity, these can be potentiated according to the environments in which the individual interacts, as well as the type and quality of interaction established by the individual. In the literature, the application of the concept of enriched environment for the experimental practice shows favorable and significant results in learning and development of animals. In this study, we sought to extend the concept of an enriched environment for the educational environment of a science center. To investigate the interaction of students in the 5th year of public school in the educational environment of workshops to build toys that are offered at the Centro de Ciência Sabina: Escola Parque do Conhecimento (Santo André, SP), and possible approaches to the concept of enriched educational environment, proposed in this study are the objective of this research. In this study we sought to investigate the environmental components that influence the performance and interaction of students during the workshops. The research, qualitative in nature, was inspired by the methodology of case study Ethnographic Applied to Education type which indicates the immersion of the researcher in the investigated field for seizure of relationships and meanings of the subjects performed only after long enough residence of the researcher in the field. Interviews, audio and video recording were used as instruments along with the field diary to record observations. The data showed incorporation of elements of the conceptual phenomena worked during the workshops, as well as an active search for an explanation for understanding these identified physical phenomena during the students\' interaction with the proposed toys. Through this study, we identified the need to consider the educational environments in a comprehensive perspective on their physical-structural and human components. In the educational environment, acquisitions of knowledge by students are not restricted to teaching and learning contents, but also take place by changing attitudes and beliefs, understanding of the phenomena and aspects of everyday life, aesthetic understanding, identity, etc. It was also observed that students labeled at school as a student with learning problems, in the environment of the workshops to build toys showed involvement and performance as good or better as the students originally considered normal. The study highlighted the role of the mediators and the teacher as essential in the activity as part of the elements enriching the learning environment, in which their expectations regarding the performance of the students, their conception of teaching and learning and guidance offered to pupils significantly affect the environment, conducting the activity and performance of students. Thus, we observed that the environment of building toys might have physical and human elements to promote learning and students interaction and so it might be considered as enriched environment

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