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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.
201

Interiorizing informality: resituating adaptable mixed-use housing within its urban vernacular. Kambi Moto, Nairobi Kenya.

Kivutha, Kathleen Kwekwe 20 October 2010 (has links)
My Interior Design practicum is an inquiry about the nature of urban informality through the study of present and emerging urban vernaculars within Kambi Moto, an informal area in Nairobi Kenya. I argue that unique vernacular characteristics manifest in everyday living and can be captured through the experience and knowledge of self-builders, entrepreneurs and dwellers within informal settlements. An understanding of these vernacular characteristics is instrumental in the designing of meaningful and effective social housing prototypes. The main methods used to document vernacular characteristics include, post occupancy evaluations (POEs), time diaries, photographs and observation. Within an interior design context, these tools helped describe the spatial needs, wants and desires of the everyday dwellers of Kambi Moto. The four resulting compact housing configurations support one-to-ten member households with provisions for a home-based business (HBB) or a rental unit. All units have an adaptable rooftop with a garden.
202

Conhecimento sensorial: uma abordagem ecológica via realismo informacional

Andrade, Ramon Souza Capelle [UNESP] 27 September 2006 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:25:28Z (GMT). No. of bitstreams: 0 Previous issue date: 2006-09-27Bitstream added on 2014-06-13T19:53:14Z : No. of bitstreams: 1 andrade_rsc_me_mar.pdf: 354801 bytes, checksum: 0dcd830b3a96a9d4b9ac02898d945005 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Este trabalho tem por objetivo defender a hipótese (H1) de que o conhecimento sensorial manifesta um aspecto complementar interno/externo. Apoiados no realismo ontológico - tal como desenvolvido por Peirce (1958) e Aristóteles (1981) - e no realismo informacional - tal como proposto por Stonier (1997) e Schaeffer (2001) -, caracterizamos a face interna do conhecimento sensorial como uma apresentação mental dos perceptos. No contexto da apresentação mental, sustentamos que os perceptos afetam a consciência sensorial de acordo com a sua (do percepto) matriz informacional de qualidades sensíveis. Apoiados na abordagem ecológica ao conhecimento sensorial, tal como desenvolvida por Gibson (1986) e Gonzalez (2005), caracterizamos a face externa do conhecimento sensorial como uma relação estabelecida entre o percebedor e as oportunidades de ação - informação ecológica - inscritas em seu ambiente. Defendemos, também, a hipótese (H2) de que a informação ecológica pode estar (1) dobrada (enquanto uma affordance) no ambiente e (2) desdobrada (incorporada) na percepção-ação dos agentes. Por fim, concluímos que a ação é o elemento central por trás da unidade ontológica, complementar, agente/ambiente. / This work aims at defending the hypothesis (H1) according to which perceptual knowledge presents an internal/external complementary aspect. Based upon both the ontological realism - developed by Peirce (1958) and Aristotle (1981) - and the informational realism - put forward by Stonier (1997) and Schaeffer (2001) -, we characterize the internal feature of the perceptual knowledge as a mental presentation of percepts. In the context of mental presentations, we argue that percepts affect the perceptual consciousness according to an (ecological) informational matrix of perceptual qualities. Based upon the ecological approach to the perceptual knowledge, developed by Gibson (1986) and Gonzalez (2005), we characterize the external feature of perceptual knowledge as a relation established between agents and opportunities for action present in their environment. We also defend the hypothesis (H2) according to which ecological information can be (1) enfolded (as an affordance) in the environment and (2) unfolded (incorporated) in the agents' perception-action. Finally, we conclude that action is the central element behind the ontological complementary agent/environment unity.
203

Perception de l’usager sur les réalités des environnements de travail à aire ouverte en lien avec l’affordance et la proxémie

Simard, Céline 01 1900 (has links)
No description available.
204

A realidade virtual na intervenção motora em crianças com transtorno do desenvolvimento da coordenação /

Campelo, Alexandre Monte. January 2013 (has links)
Orientador: Ana Maria Pellegrini / Banca: Sergio Tosi Rodrigues / Banca: Luiz Eduardo Pinto Basto Tourinho Dantas / Resumo: Ao longo do desenvolvimento motor, algumas crianças apresentam dificuldades no desempenho de tarefas motoras da vida diária e podem ser identificadas com o Transtorno de Coordenação (TDC). Como consequência dessas dificuldades, estas crianças evitam a prática de atividade física com seus colegas de escola o que traz impacto negativo em muitos aspectos de suas vidas. Tendo em vista tais dificuldades, profissionais da saúde realizam intervenção para melhoria do comportamento motor. No presente estudo, as crianças realizaram atividades em ambiente de realidade virtual. Nesses ambientes, affordances com suas propriedades levam a criança a criar novas perspectivas e possibilidades de ação motora, emergentes do processo de auto-organização. A última geração de videogames como Nintendo Wii e Xbox/Kinect permite a interação sujeito com o ambiente virtual. Nessa condição, a ação do sujeito é projetada em ambientes virtuais. O objetivo do presente estudo foi verificar a eficácia da prática de atividade física em ambiente virtual sobre a coordenação motora e equilíbrio dinâmico de crianças com TDC. Do total de 130 crianças avaliadas pela bateria de testes "Movement Assessment Battery for Children 2" (MABC-2) (HENDERSON, SUGDEN e BARNETT, 2007), 28 delas foram selecionadas para o estudo, sendo 14 delas com TDC pareadas em idade e gênero com 14 crianças com desenvolvimento típico (DT). Todos os participantes foram submetidos a um programa diário de intervenção desenvolvido em ambiente virtual com os videogames Wii e Xbox/Kinect. As crianças foram distribuídas em quatro grupos de forma aleatória. O programa de intervenção foi realizado durante dez sessões com duração de 20 minutos cada, de segunda a sexta-feira. Nas 5 sessões da primeira semana metade do grupo de crianças com TDC e metade do grupo DT fizeram... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: Some children throughout development show difficulties in the performance of motor tasks of daily life and they can be identified as shown Developmental Coordination Disorder (DCD). As a consequence of such difficulties, these children get away from physical activity avoiding playing with their school mates and consequently with negative impact in many aspects of their lives. In the present study, children with Developmental Coordination and normal children performed activities in a virtual reality environment. Affordances in this context and its properties stimulate children to create new perspectives in theirs possibilities for motor action that emerges from self-organization processes. The last generation of videogames like Nintendo Wii and Xbox/Kinect allow for the subject interaction with the environment. In this condition, subject's action is used to project the future state of the environment. The aim of this study was to measure the efficacy of the practice of physical activity by children with DCD in two different virtual environments that require dynamic balance and motor coordination. From a total of 130 children assessed by the "Movement Assessment Battery for children 2" (MABC-2), 28 children were selected to participate in the study from which 14 of them were with coordination problems and they were matched by age and gender with typically developing (TD) children. Four groups were formed All participants were submitted to a daily intervention program developed in two virtual environments, the Wii and the Xbox/Kinect. The intervention program was conducted throughout 5 sessions per week from Monday to Friday in each one of the environments. The order of the environments was counterbalanced between groups so that one group had in the first week 5 sessions in the Wii and in the second week... (Complete abstract click electronic access below) / Mestre
205

A realidade virtual na intervenção motora em crianças com transtorno do desenvolvimento da coordenação

Campelo, Alexandre Monte [UNESP] 29 April 2013 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:29:48Z (GMT). No. of bitstreams: 0 Previous issue date: 2013-04-29Bitstream added on 2014-06-13T19:59:45Z : No. of bitstreams: 1 campelo_am_me_rcla.pdf: 2017667 bytes, checksum: fb98fddfdac2858c32241df896aaf6c2 (MD5) / Ao longo do desenvolvimento motor, algumas crianças apresentam dificuldades no desempenho de tarefas motoras da vida diária e podem ser identificadas com o Transtorno de Coordenação (TDC). Como consequência dessas dificuldades, estas crianças evitam a prática de atividade física com seus colegas de escola o que traz impacto negativo em muitos aspectos de suas vidas. Tendo em vista tais dificuldades, profissionais da saúde realizam intervenção para melhoria do comportamento motor. No presente estudo, as crianças realizaram atividades em ambiente de realidade virtual. Nesses ambientes, affordances com suas propriedades levam a criança a criar novas perspectivas e possibilidades de ação motora, emergentes do processo de auto-organização. A última geração de videogames como Nintendo Wii e Xbox/Kinect permite a interação sujeito com o ambiente virtual. Nessa condição, a ação do sujeito é projetada em ambientes virtuais. O objetivo do presente estudo foi verificar a eficácia da prática de atividade física em ambiente virtual sobre a coordenação motora e equilíbrio dinâmico de crianças com TDC. Do total de 130 crianças avaliadas pela bateria de testes Movement Assessment Battery for Children 2” (MABC-2) (HENDERSON, SUGDEN e BARNETT, 2007), 28 delas foram selecionadas para o estudo, sendo 14 delas com TDC pareadas em idade e gênero com 14 crianças com desenvolvimento típico (DT). Todos os participantes foram submetidos a um programa diário de intervenção desenvolvido em ambiente virtual com os videogames Wii e Xbox/Kinect. As crianças foram distribuídas em quatro grupos de forma aleatória. O programa de intervenção foi realizado durante dez sessões com duração de 20 minutos cada, de segunda a sexta-feira. Nas 5 sessões da primeira semana metade do grupo de crianças com TDC e metade do grupo DT fizeram... / Some children throughout development show difficulties in the performance of motor tasks of daily life and they can be identified as shown Developmental Coordination Disorder (DCD). As a consequence of such difficulties, these children get away from physical activity avoiding playing with their school mates and consequently with negative impact in many aspects of their lives. In the present study, children with Developmental Coordination and normal children performed activities in a virtual reality environment. Affordances in this context and its properties stimulate children to create new perspectives in theirs possibilities for motor action that emerges from self-organization processes. The last generation of videogames like Nintendo Wii and Xbox/Kinect allow for the subject interaction with the environment. In this condition, subject´s action is used to project the future state of the environment. The aim of this study was to measure the efficacy of the practice of physical activity by children with DCD in two different virtual environments that require dynamic balance and motor coordination. From a total of 130 children assessed by the Movement Assessment Battery for children 2 (MABC-2), 28 children were selected to participate in the study from which 14 of them were with coordination problems and they were matched by age and gender with typically developing (TD) children. Four groups were formed All participants were submitted to a daily intervention program developed in two virtual environments, the Wii and the Xbox/Kinect. The intervention program was conducted throughout 5 sessions per week from Monday to Friday in each one of the environments. The order of the environments was counterbalanced between groups so that one group had in the first week 5 sessions in the Wii and in the second week... (Complete abstract click electronic access below)
206

Gröna sköna appar : - lek- och lärappar som didaktisk resurs i lärande för hållbar utveckling / Green good apps : - play- and learnapps as didactic resource in education for sustainability

Henne, Susanne January 2017 (has links)
Syfte med studien är att analysera lek- och lärappar som berör hållbarhetsfrågor för att ta reda på vad de erbjuder barn i förskoleåldern i lärande för hållbar utveckling. Viktigt att poängtera är att syftet med studien inte är att jämföra de deltagande lek- och lärapparna. Sex lek- och lärappar för barn i förskoleåldern, som berör hållbarhetsfrågor, har analyserats med stöd av Prensky’s sex strukturella principer och relevanta begrepp från det socialsemiotiska multimodala perspektivet. Resultat har jämförts med tidigare forskning i en diskussion där flera slutsatser dragits. Studiens slutsatser är att lek- och lärappar skapar engagemang men graden av engagemang relaterade till hållbarhetsfrågor är beroende av hur lek- och lärapparnas mekanismer kommunicerar ett kunskapsinnehåll och hur den teckenskapande individen tolkar och förstår innehållet i relation till vad som är meningsfullt just här och nu. I förhållande till lärande för hållbar utveckling är lek- och lärappars erbjudanden bundna till användarens sociala och kulturella kontext. Lek- och lärappar som resurs i det didaktiska arbetet är ett komplement till mer traditionella resurser och kunskap kring hur dessa kan användas och kunskapsinnehållet har betydelse för lek- och lärappens erbjudanden i lärande för hållbar utveckling.
207

Emotions at play : gaining emotional knowledge using a video game

Bohné, Gunnar January 2014 (has links)
The use of video games for teaching children different subjects is commonly believed to be a good  approach. In  general  has  learning  theme  for  these  games  focused  on  traditionally subject, such as math or biology. Important as they can be for education, other softer aspects can also be considered important for the children and education. One such aspect is emotions and the role it has on a social level. However, it is not much research showing how to use emotions  in  a  learning  game. In  this  thesis, I  examine  how  children  perceive  and  use emotions as they play a game specially designed for teaching emotions. The game utilises emotions  in  a  new  design  that  let  the  player  interact  with  cartoon  animals  in  different scenarios. I report findings based on a sample of thirty-three (33) preschool children, and six (6) parents who took part in the study. Data was collected using a qualitative method in a two step procedure with observation of play and follow up interviews in the first step, followed by video recordings of play and demonstrations using cuddly pets in the second step. Using an ecological framework for analysis and theory from the field of emotional intelligence, I show that children playing this game can perceive emotions expressed in the game. I also show that it is possible to play this particular game without the need to involve emotions. Children do not learn emotions from playing the game. These results carries important implication for the design of learning games as it illuminates that learning can come from possible sources other than the gameplay. / Det finns en spridd uppfattning att videospel kan fungera som lärandespel för barn. Generelltsätt har denna uppfattning stöd i skolan och det finns därför även en önskan att producera spel som kan användas till att undervisa traditionella kärnämnen, exempelvis matematik eller biologi.  Dessa ämnen är betydelsefulla att bemästra, dock finns även andra mer mjuka aspekter som kan ha en avgörande betydelse för barnets lärande. En sådan aspekt gäller den viktiga betydelse som känslor har i ett socialt sammanhang. I denna uppsats undersöker jag hur barn uppfattar och använder känslor då barnen spelar ett spel som är designat enkom för detta syfte. Spelet utnyttjar en design som låter spelaren interagera med tecknade djur i skilda scenarion. Jag redovisar resultat som baseras på ett urval av trettiotre (33) förskolebarn och sex (6) föräldrar. De material som samlades in bygger på en kvalitativ datainsamlingsmetod som är uppbyggd i två steg. I steg ett samlades data in genom observationer samt uppföljande intervjuer. I steg två genomfördes sedan observationer följt av demonstrationer då barnen använde gosedjur. Jag visar, genom att applicera ett ekologiskt ramverk samt teori kring emotionell intelligens, att barnen kan uppfatta känslor som manifesteras i ett videospel. Jag visar också att spe- let kan spelas genom en slumpmässig interaktion där barnen inte behöver använda känslor för att föra spelet framåt, och jag konkluderar därför att det är möjligt att barnen inte lär sig känslor som en följd av själva spelandet.
208

Exploring the value of collaboration between music therapy and physiotherapy in South Africa in sessions with clients with Cerebral Palsy

Erasmus, Anine Carolien 29 October 2012 (has links)
Literature has indicated that music therapy has many physical benefits for individuals with Cerebral Palsy (CP) and that these benefits hold much potential for music therapy application within physiotherapy sessions. Collaboration between music therapy and physiotherapy in work with these individuals, however, has not yet been explored in a South African context and no studies include physiotherapists‟ perspectives on the matter. This research study has begun to bridge this gap by exploring music therapy and physiotherapy collaboration in a South African context and by looking for new insights concerning physiotherapists‟ perspectives. Data for this study was collected from a process in which I, as music therapy student, collaborated with a physiotherapist in sessions with clients with CP over a period of six sessions. Data included semi-structured interviews with physiotherapist participants; session notes written by the music therapy student as part of participant observation; and video-excerpts of meaningful moments from the collaborative sessions. The data indicated that collaboration has the potential to afford many physical, emotional/relational and psychological benefits for clients with CP, although there were some challenging features which also emerged throughout the process. The different therapists‟ perceptions also revealed some of the collaborative dynamics which can emerge during such a process, as well insights as into the requirements for effective collaboration. Copyright / Dissertation (MMus)--University of Pretoria, 2012. / Music / unrestricted
209

Safety approach for interiors aviation engineering : design for cabin safety method /

Silva, Cesar Alberto January 2020 (has links)
Orientador: Mauro Hugo Mathias / Resumo: Este trabalho traz para a indústria aeronáutica e para a academia um método para aumentar a aderência de requisitos de segurança de cabine ao produto final da engenharia de interiores de aviões, melhorando a qualidade técnica das soluções e reduzindo ciclos de desenvolvimento para novas configurações de interiores para aviões de transporte de passageiros. A pesquisa analisa os requisitos de aeronavegabilidade de interiores aplicáveis à segurança da cabine, os aspectos de ergonomia envolvidos no design de interiores e a origem da tecnologia de segurança de cabine. É discutido um aspecto de design conhecido como usabilidade e explica por que esse conceito é relevante para o projeto cabines de avião. Também são discutidos fatores humanos, erros humanos na segurança da cabine e conceitos relevantes que projetistas precisam considerar para projetos em segurança de cabine. Considerando os aspectos acima mencionados foi desenvolvido, descrito e aplicado um método denominado Design for Cabin Safety. O método que através de específicos passos objetiva aumentar a aderência de requisitos de aeronavegabilidade aplicáveis à segurança de cabine para projeto de interiores de aviões. Subsequente ao seu desenvolvimento o método foi aplicado em testes práticos em aeronaves reais e com diferentes usuários atestando sua praticidade. Desta forma a hipótese da tese foi explicada e a principal pergunta da tese foi respondida. A pesquisa termina com resultados, discussões e conclusão sobre o desenvo... (Resumo completo, clicar acesso eletrônico abaixo) / Doutor
210

Materialitetens roller och förutsättningar i kommunal krisledning

Granholm, Martina January 2019 (has links)
Arbetet med denna licentiatavhandling har skett inom ramarna för det Interregionalt finansierade projektet Gränslös samverkan för ökad säkerhet 2. Syftet med avhandlingen har varit att fördjupa kunskapen om kommunal krisledning genom att också inkludera materialitetens medverkan i krisledningen och vilka förutsättningarna är för att de ska brukas. Med perspektivet av hur analoga och digitala resurser används under krisledning och vilka förutsättningar som finns för att detta ska göras skapas insikter att ta i beaktande när övningar och IT-stöd för övningar.  Studier har genomförts med en kvalitativ ansats med litteraturstudier, intervjuer och observationer som datainsamlingsmetoder. Det empiriska materialet har därefter betraktats med meningsgivande (sensemaking) och affordans (affordance) som teoretiska perspektiv för att förstå materialitetens roll och förutsättning i kommunal krisledning. Avhandlingen visar att de förmågor som är återkommande under övningar är samverkan, kommunikation, informationsdelning och skapande av lägesbild. Ofta övas inte aktiviteterna i sin helhet då tekniska och analoga resurser inte innefattas i övningarna. Aktörerna övar därmed delar av görandet, att tänka kring exempelvis att skapa en lägesbild, och inte görandet som helhet som involverar materialitet.  Aktörernas egna reflektioner från utvärderingarna är att de själva önskar mer övning med de tekniska resurser som de har till sitt förfogande. Artikel II visar att materialiteten tar en stor plats i det arbete som sker i krisledningsrummet. Materialiteten kan ses anta roller som strukturgivande, meningsgivande, tidsöverbryggande och distansöverbryggande. Den tredje ingående artikeln visar att förutsättningar för att kunna bedriva krisledning är att kunna hantera materialitetens roller och att det krävs flexibilitet då krisledningsgruppens sammansättning är beroende av krisens art och omfattning. Ytterligare en förutsättning är trygghet i den egna organisationen, att känna sin egen roll i krisledningsgruppen och att kunna hantera de analoga och digitala resurser som finns tillgängliga är även det en förutsättning för arbetet. Avslutningsvis visar arbetet också att tid är viktig. Tid att kunna öva de personer som ska ingå i krisledningsgruppen för att därmed kunna skapa den trygghet som behövs. / <p>Vid tidpunkten för försvar av avhandlingen var delarbete 2 opublicerat men accepterat.</p><p>At the time of the defence the following paper was accepted, but unpublished: paper 2.</p>

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