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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.
101

Clasificación de personajes antropomorfos utilizados en los videojuegos móviles entre los años 2014-2018 / Classification of anthropomorphic characters used in mobile video games between 2014 - 2018

Carmona Rodriguez, Marco Stephano 27 November 2019 (has links)
Esta investigación busca estructurar un sistema clasificatorio para los personajes antropomorfos utilizados en los videojuegos móviles. Es a base de esta premisa que se propone la viabilidad de generar una clasificación que responde a procesos gráficos empleados al momento de desarrollar personajes antropomorfos para videojuegos, los cuales van a permitir identificar su razón e intención comunicativa como elemento visual. Para lograr este objetivo se analizó un total de cuatro juegos móviles con distintos ejes temáticos, proceso que toma en consideración premisas sugeridas por clasificaciones en otras áreas de estudio en torno al antropomorfismo. A su vez, esta información se complementa con entrevistas hechas a expertos en áreas de conocimiento pertinentes a la investigación, con el fin de complementar la información adquirida. Producto de estos análisis, se obtuvo como principal resultado un grupo de constantes que responden a las atribuciones emocionales, físicas e incorporaciones de factores contextuales que permitirían generar un sistema de clasificación funcional. Finalmente, se pudo concluir que la ejecución de estos personajes integra procesos de desarrollo y conceptualización similar a los utilizados en el diseño gráfico, además, también se logró identificar prácticas que podrían afectar el proceso de comprensión del personaje y su percepción como pieza comunicativa. / This research seeks to structure a classification system for anthropomorphic characters used in mobile video games. It is based on this premise that we propose the feasibility of generating a classification that responds to graphic processes used when developing anthropomorphic characters for video games, which will allow us to identify their reason and communicative intention as a visual element. To achieve this objective, a total of four mobile games with different thematic axes were analyzed, a process that takes into consideration premises suggested by classifications in other areas of study on anthropomorphism. At the same time, this information was complemented with interviews with experts in areas of knowledge relevant to the research, to complement the information acquired. The main result of these analyses was a group of constants that respond to emotional and physical attributions and the incorporation of contextual factors that would allow the generation of a functional classification system. Finally, it was possible to conclude that the execution of these characters integrates development and conceptualization processes like those used in graphic design, in addition, it was also possible to identify practices that could affect the process of understanding the character and its perception as a communicative piece. / Trabajo de investigación
102

Biologisk information i bilderböcker : En innehållsanalys av bilderböcker med och utan antropomorfa inslag. / Biological information in picture books : A content analysis of picture books with and without anthropomorphic elements.

Sjödin, Judith January 2022 (has links)
Denna studie syftar till att belysa vilken biologisk information som finns i bilderböcker riktade till förskolebarn i åldern 3-6 år. Bilderböckerna har genom en innehållsanalys analyserats utifrån textens och bildens innehåll för att besvara syftet. Sammanlagt har 4 bilderböcker analyserats. Resultatet visar att bilderböckerna innehåller tydliga teman där ofta djur och växter skildras återkommande genom både text och bild. Majoriteten av bilderböckerna förmänskligade djuren i text men främst sker förmänskligandet genom illustrationerna. Bilderböckerna innehåller biologisk information som ofta berör djurens levnadssätt samt beskriver biologiska processer. Resultatet visar även att bilderböckernas innehåll varierar, någon bok beskrev biologiska föremål outsagt genom illustrationer, medan andra bilderböcker skildrade innehållet uttryckligt med hjälp av text och bild.     Studien bidrar med kunskap om vilken biologisk information som bilderböcker kan innehålla samt vilka teman som är vanligt förekommande. Resultatet tyder på att bilderböcker kan vara användbart i förskolans undervisning förutsatt att pedagogerna har kunskaper gällande det innehåll bilderböcker presenterar. / This study aims to shed light on biological information that can be found in picture books targeted to preschool children aged 3-6 years. The picture books have been analyzed using a content analysis. Based on the text and picture content, 4 picture books have been analyzed with the purpose to answer the study’s aim.  The results show that the picture books contain obvious themes where animals and plants often are described by both image and text. Most picture books depicted animals anthropomorphically in text, however most anthropomorphism in the picture books takes place though the pictures. Results also show that picture books contain biological information that often describes animals’ way of life and different biological processes. The results also show that the content of picture books varies. Some picture books described biological objects indirectly through illustrations, while other picture books described the content explicitly by using both text and pictures.  The study contributes with knowledge of which biological information picture books have. Furthermore the study shows which themes are common in picture books aimed at preschoolers. The results indicate that picture books can be useful in preschool education, provided that preschool teachers are aware of the type of information that picture books present.
103

Methodisch-systematische Analyse der Mensch-Maschine-Biomorphisierung

Mühlstedt, Jens, Pöschel, Katharina, Bullinger, Angelika C. January 2013 (has links)
Der Beitrag befasst sich mit einer ersten methodisch-systematischen Analyse der Biomorphisierung von Mensch-Maschine-Schnittstellen, also der Nutzung von biologischen Aktivitätsmustern für Signalkodierungen. Aufbauend auf Beispielen aus dem Alltag werden menschliche Eigenschaften, die sich zur Anthropomorphisierung und Biomorphisierung eignen, analysiert. Sodann werden geeignete Signalparameter zusammengestellt, die mit den technischen Ausgabemöglichkeiten und den dazugehörigen Signalen verbunden werden können. Beispielhaft wurde bei der Mensch-Maschine-Schnittstelle eines Geldautomaten eine Biomorphisierung deren Interaktionen vorgenommen. Ein Ausblick auf Folgeuntersuchungen, welche die Interaktionen evaluieren, schließt den Beitrag.
104

Grammar and Glory: Eastern Orthodoxy, the "Resolute" Wittgenstein, and the Theology of Rowan Williams

Cox, D. Michael 03 June 2015 (has links)
No description available.
105

I don’t know because I’m not a robot : I don’t know because I’m not a robot:A qualitative study exploring moral questions as a way to investigate the reasoning behind preschoolers’ mental state attribution to robots

Amcoff, Oscar January 2022 (has links)
Portrayals of artificially intelligent robots are becoming increasingly prevalent in children’s culture. This affects how children perceive robots, which have been found to affect the way children in school understand subjects like technology and programming. Since teachers need to know what influences their pupils' understanding of these subjects, we need to know how children’s preconceptions about robots affect the way they attribute mental states to them. We still know relatively little about how children do this. Based on the above, a qualitative approach was deemed fit. This study aimed to (1) investigate the reasoning and preconceptions underlying children’s mental state attribution to robots, and (2) explore the effectiveness of moral questions as a way to do this. 16 children aged 5- and 6 years old were asked to rate the mental states of four different robots while subsequently being asked to explain their answers. Half of the children were interviewed alone and half in small groups. A thematic analysis was conducted to analyze the qualitative data. Children’s mental state attribution was found to be influenced by preconceptions about robots as a group of entities lacking mental states. Children were found to perceive two robots, Atlas, and Nao, differently in various respects. This was argued to be because the children perceived these robots through archetypal frameworks. Moral questions were found successful as a way to spark reflective reasoning about the mental state attribution in the children.
106

Stenhuggaregatan : en dissonant plats i Malmö / Stenhuggaregatan : a dissonant place in Malmö

Björk, Anna, Hannah Marcusson, Joel January 2024 (has links)
Vad är en plats?  Bär alla platser på själar som kan observeras, kännas och förstås eller kan en plats urarta till en “icke-plats”, där den inte är något annat än dess nyligen applicerade etikett? Gråzonen mellan plats och “icke-plats” blir vag när det finns oklarheter om vad platser är och hur de bör identifieras korrekt. Om det finns en brist på förståelse kring begreppet plats, hur kan vi då förvänta oss att utveckla dem på ett respektfullt och ansvarsfullt sätt?  I denna studie har två teorier med olika perspektiv gällande identifikation av en plats och urbant mellanrums identitet använts, detta för att förstå mellanrummet Stenhuggaregatan. Syftet med studien var att undersöka om ett fenomenologiskt och mer subjektivt perspektiv kan lyfta fram en djupare identitet, för ett mellanrum, som överskrider dess benämning som “icke-plats”. Syftet var även att förståelsen av platser ska kunna öka vid platsanalyser.  Detta gjordes genom en abduktiv process. Deltagande observationer och empati-skapandet till Stenhuggaregatan, genom antropomorfisering av föremål, var studiens huvudsakliga metoder. Analysen resulterade i att Stenhuggaregatans identitet definierades som dissonant. Konsekvensen av resultatet tyder på att de begrepp som teorierna förser är missvisande vid definition och identifikation av en plats. / What is a place? Do all places bare souls that can be observed, felt, and understood or can a place devolve into a “non-place” where it has become nothing more than its newly applied label? The grey area between place and “non-place” becomes vague when there are uncertainties concerning what places are and how to properly identify them. If there exists a lack of understanding around the notion of place how can we then expect to develop them in a respectful and responsible manner? In this study, two theories that provide two differing perspectives concerning the identification of a place and an urban gap’s identity are used to understand the gap Stenhuggaregatan. The purpose of the study is to investigate if a phenomenological and more subjective perspective can illuminate an urban gap’s deeper identity that exceeds its label as a “non-place”. The aim was also to aid in an increased understanding of places during a site analysis. This was done through an abductive process. Participant observations and the empathy creation to Stenhuggaregtan through the anthropomorphization of objects were the main methods of the study. The analysis results in Stenhuggaregatan identity being defined as dissonant. The consequence of the result indicates that the notions provided by the theories are misleading when defining and identifying a place.
107

En spekulativ designstudie för kritisk reflektion kring människa-katt-förhållandet / A speculative design study for critical review of the human-cat-relationship

Elmståhl, Elna January 2024 (has links)
Pet humanization leads to false analogies between animal and human needs. The animals are distorted into something they are not and treated accordingly, which leads to misunderstandings and mismanagement of animals. Compensating one's cat with cat toys as a result of guilt over insufficient interactive play is a case example. Compensation does not take into account the cat's attitude and perception of play as interactive play is irreplaceable for the cat's well-being. The study posed the question How can design create critical reflection of human relationships with cats in regard to feelings of guilt over cat ownership and compensation? With the aim of freeing consumption from the idea of the cat's welfare. The research question was answered with a design proposal consisting of an artifact that depicts a future alternative human-cat relationship. The artifact was produced through a design process based on speculative and multispecies design theory and method. Horizon scanning together with a literature search was used to create a credible future alternative human-cat relationship that highlights and reconciles species differences by emphasizing the cat as an animal. Somatic research and a survey was used to make interactions less rigid as a way to facilitate and support interactive play. Prototyping with a cat was used to ensure satisfactory interactive play was facilitated
108

Hello Trivia Friend: Understanding Human-Agent Dynamics Through Design Provocation

McNulty, Charlotte, Dalli, Kevin C January 2024 (has links)
This study leverages a critical provocation design approach to examine user interactions with intelligent agents, specifically focusing on how non-conventional agent behaviours impact user perceptions. By embedding playful, challenging, and mischievous elements into the user experience, the research aims to uncover insights that traditional methods might miss. The experimental design involved participants interacting with a trivia game agent named Trivia Friend, which intentionally provided false feedback to provoke reactions and gain insights on user perceptions. Key findings highlight the emotional spectrum elicited by the agent’s behaviour, ranging from frustration and mistrust to amusement and engagement. The study reveals that user perceptions of fairness and communication style are influenced by the agent’s provocations. Furthermore, the research underscores the importance of managing user expectations. A provocative design can stimulate engagement. However, real world implementations of intelligent agents must be designed with fairness and transparency to ensure positive user experiences. The study calls for incorporating efforts towards emotional understanding, clear communication, and ethical considerations when implementing socially capable intelligent agents. This research contributes to the development of adaptive, user-friendly, and ethically sound intelligent AI based agents by offering valuable insights into the complex dynamics of human-agent interactions.
109

Exploring User Trust in Natural Language Processing Systems : A Survey Study on ChatGPT Users

Aronsson Bünger, Morgan January 2024 (has links)
ChatGPT has become a popular technology among people and gained a considerable user base, because of its power to effectively generate responses to users requests. However, as ChatGPT’s popularity has grown and as other natural language processing systems (NLPs) are being developed and adopted, several concerns have been raised about the technology that could have implications on user trust. Because trust plays a central role in user willingness to adopt artificial intelligence (AI) systems and there is no consensus in research on what facilitates trust, it is important to conduct more research to identify the factors that affect user trust in artificial intelligence systems, especially modern technologies such as NLPs. The aim of the study was therefore to identify the factors that affect user trust in NLPs. The findings from the literature within trust and artificial intelligence indicated that there may exist a relationship between trust and transparency, explainability, accuracy, reliability, automation, augmentation, anthropomorphism and data privacy. These factors were quantitatively studied together in order to uncover what affects user trust in NLPs. The result from the study indicated that transparency, accuracy, reliability, automation, augmentation, anthropomorphism and data privacy all have a positive impact on user trust in NLPs, which both supported and opposed previous findings from literature.
110

Digital förförelse : Hur virtuella influencers omformar köpbeteende och förtroende i modevärlden / Digital Seduction : How Virtual Influencers Reshape Purchasing Behavior and Trust in the Fashion World

Hansson, Caroline, Frisk, Clara, Harvey, Skye January 2024 (has links)
Syftet med studien är att undersöka konsumenters förtroende för modevarumärken och hur deras köpbeslut påverkas av varumärken som tillämpar virtuella influencers (VIs) i sin marknadsföring på sociala medier i Sverige. En kvantitativ metod med deduktiv ansats har tillämpats, där en webbenkät distribuerades till svenska studenter vid Textilhögskolan i Borås i åldrarna 20–35 år och användes för att samla in data. Den virtuella influencern Lil Miquela användes som en fallstudie i enkäten med syfte att fördjupa sig i fenomenet och bedöma dess påverkan på konsumentbeteende och förtroende. Studien visar att VIs har en påverkan på konsumenters förtroende för varumärken. Viktiga fynd tyder på att VIs, särskilt exemplifierat av Lil Miquela, påverkar konsumenters förtroende när upplevd autenticitet, mänskliga egenskaper och känslomässig koppling ökar. Varumärken bör därför fokusera på att göra sina VIs mer mänskliga för att öka förtroendet och potentiellt lojaliteten. Studien visar även att VIs påverkar konsumenters köpbeslut, men för en positiv påverkan krävs en känslomässig koppling, mänskliga attribut, samt varumärkesförtroende hos VIs. Dessa insikter betonar potentialen hos VIs att påverka konsumenters uppfattningar och förtroende, vilket ger värdefulla implikationer för marknadsföringsstrategier som involverar VIs. / The purpose of the study is to investigate consumers’ trust in fashion brands and how their purchase decisions are influenced by brands that apply virtual influencers (VI) in their marketing on social media in Sweden. A quantitative method with a deductive approach has been applied, where an online survey was distributed to Swedish students at the University of Textiles in Borås aged 20-35 and used to collect data. The VI Lil Miquela was used as a case study in the survey with the aim of delving into the phenomenon and assessing its impact on consumer behavior and trust. The study shows that VIs has an impact on consumers’ trust in brands. Key findings suggest that VIs, particularly exemplified by Lil Miquela, influence consumer trust as perceived authenticity, human characteristics, and emotional connection increase. Brands should therefore focus on making their VIs more human to increase trust and potentially loyalty. The study also shows that VIs influence consumers’ purchase decisions, however for a positive influence an emotional connection, human attributes, and brand trust with VIs is required. These insights emphasize the potential of virtual influencers to influence consumer perceptions and trust, providing valuable implications for marketing strategies involving VIs.

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