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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.
31

Participer à un jeu : les modalités de participation ludique des enfants en situation de handicap / Participate in the game : The modalities of play participation of children in situation of handicap

Blin, Ludovic 07 November 2016 (has links)
Cette thèse aborde la question des modalités de participation de l’enfant en situation de handicap à un jeu et tente d’appréhender les facteurs favorisant ou non cette participation. Pour cela, nous avons mis, tout d’abord, en exergue que derrière les notions de socialisation et d’intégration, la participation à un faire au sein d’un collectif est omniprésente. Ensuite, nous relatons l’évolution législative du champ du handicap avec la volonté étatique d’encourager la participation de la personne en situation de handicap à la société. Nous essayons aussi de mieux comprendre les enjeux en différenciant les notions d’intégration/d’inclusion portant en elles la question même de la participation. En outre, sur un plan théorique nous mettons en évidence le lien entre le jeu et la participation en nous appuyant sur les communautés de pratique de Wenger (2005), sur les dimensions de la participation de Billett (2008) et sur le travail de Brougère (2005, 2008) sur le jeu. De plus, pour répondre à notre question de recherche, nous avons fait le choix de l’approche ethnographique à partir d’une observation participante périphérique légitime (Brougère, 2006) et d’entretiens semi-directifs. Notre terrain de recherche est composé de plusieurs lieux d’observation, centres de loisirs, rencontres ludiques et observations au domicile, pour regarder au plus près la participation de l’enfant en situation de handicap à un jeu. Nous avons également construit des entretiens compréhensifs (Kaufmann, 2011) qui ont eu lieu auprès d’enfants en situation de handicap avec un membre de sa fratrie. Le souhait est que ces enfants nous parlent de leur participation à un jeu. L’ensemble des données empiriques est présenté sous la forme de treize portraits d’enfants en situation de handicap pour rapporter une situation réelle prise dans un contexte donné. Enfin, en nous appuyant sur ces portraits, nous proposons des pistes d’analyse sur les diverses modalités de participation ludique de l’enfant et sur les facteurs favorisant ou non sa participation à un jeu. / This thesis approaches the question of the modalities of participation of the children in situation of handicap in a play and tents to approach the factors favouring or not this participation. For this, we first of all highlihted that behind the notions of socialization and integration, the participation in acting with in a collective is omnipresent. Then, we recite the legislative evolution of the field of the handicap with the state-will to encourage the involvement of the person in situation of handicap to the society. We also try to understand better the skates by differentiating the notions of integration /inclusion carrying in them the very question of the participation. Besides, on a theoretical plan we highlight the link between the play and the participation resting on Wenger's communities of practice (2005), on Billett’s dimensions of participation (2008) and on Brougère's work about the play (2005, 2008). Moreover, to give an answer to our question of research we chose ethnographic approach from a peripheral participating observation (Brougère, 2006) and from interviews. Our ground of research consists of several places of observation: leisure centres, play meetings and observations done in the place of residence to have a closer look at the participation of the children in situation of handicap in a play. We also built comprehensive interviews (Kaufmann, 2011) which involved children in situation of handicap with a member of the brotherhood. The wish is that these children communicate with us about their participation in a play. The set of the empirical data is presented under the form of thirteen portraits of children in situation of handicap to report a real situation taken in a given context. Finally, resting on these portraits, we propose an analytical framework about the different modalities of the child's playful participation and about the factors favouring or not his/her participation to play.
32

Big data, meio e linguagem novas tecnologias e práticas linguísticas / Big data , medium and language new technologies and linguistic practices

Santos, Vinícius Vargas Vieira dos 29 April 2016 (has links)
Submitted by Marlene Santos (marlene.bc.ufg@gmail.com) on 2016-08-31T20:54:09Z No. of bitstreams: 2 Dissertação - Vinícius Vargas Vieira dos Santos - 2016.pdf: 1721860 bytes, checksum: d9133355c0bd533b0b6fee0bbeb0f5ad (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2016-09-01T12:13:50Z (GMT) No. of bitstreams: 2 Dissertação - Vinícius Vargas Vieira dos Santos - 2016.pdf: 1721860 bytes, checksum: d9133355c0bd533b0b6fee0bbeb0f5ad (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2016-09-01T12:13:50Z (GMT). No. of bitstreams: 2 Dissertação - Vinícius Vargas Vieira dos Santos - 2016.pdf: 1721860 bytes, checksum: d9133355c0bd533b0b6fee0bbeb0f5ad (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2016-04-29 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Big data, Meio e Linguagem: Novas tecnologias e práticas linguísticas aims to assimilate possible relationships between new digital media and certain conceptual aspects of language, such as meaning and performativity. Big data is a term that refers to digital data gathering, which characterized mass communication media in the past two decades, and it is directly related to the current configuration of Web 2.0 technology services platform. Complex contemporary objects such as big data call for methodological development to meet their super diverse natures. Therefore, it was the goal of this research to expand disciplinary boundaries, searching for theoretical basis in technology studies in the purpose to understand the nature of new media supports. Devices such as computers and mobile phones, with access to the World Wide Web, are increasingly transforming the landscape of linguistic exchanges, enabling communication practices to take place through them. This is why we understand the very computational structure as the medium (media) through which language happens, from then on this structure’s design features (affordances) are stimulating semantic anchoring and linguistic performativity. The scales of excessive volume and variety of digital data and its high speed, which characterize the big data, change the social context settings, and thus causing updates on language. After all, contexts in virtual environments collapse because in assuming the characteristics of the medium they reveal themselves as super diverse, simultaneous, fragmented, unstructured, missing family markers, exceeding traditional scales of time, space and social reach. / Big data, Meio e Linguagem: Novas tecnologias e práticas linguísticas objetiva assimilar possíveis relações entre novas mídias digitais e certos aspectos conceituais da linguagem, como significado e performatividade. Big data é o termo que se refere ao acúmulo de dados digitais que caracterizou as mídias de comunicação em massa nas duas últimas décadas e está diretamente relacionado à atual configuração da plataforma de serviços de tecnologia Web 2.0. Objetos contemporâneos complexos, como big data, nos remetem à consequente necessidade de conceber metodologias que correspondam a suas naturezas superdiversas. Por conseguinte, teve-se em vista, na presente pesquisa, a necessidade de se expandir fronteiras disciplinares, buscando em estudiosos das tecnologias subsídios teóricos para compreensão da natureza dos novos suportes midiáticos. Aparelhos como computadores e celulares com acesso à World Wide Web estão aceleradamente transformando o panorama das trocas linguísticas, possibilitando que práticas comunicacionais, a cada dia mais, realizem-se através dos mesmos. É neste ponto que se compreende a própria estrutura computacional como o meio (mídia) através do qual se efetiva a linguagem, a partir de então suas características próprias de design (affordances) passam a estimular a ancoragem semântica e a performatividade linguística. As escalas de desmedido volume e variedade de dados digitais e altos índices de velocidade que caracterizam o big data modificam as paisagens de contexto social, provocando, consequentemente, atualizações nas escalas da linguagem. Afinal, contextos em ambientes virtuais entram em colapso, pois ao assumir as próprias características do meio, revelam-se superdiversos, simultâneos, fragmentados, não estruturados, ausentes de marcadores familiares, excedendo escalas tradicionais de tempo, espaço e alcance social.
33

Där musiken och lyssnaren möts : En kvalitativ undersökning av fem universitetsstudenters dagliga användande av musik via streamingtjänsten Spotify / Where the music and the listener meet : A qualitative study of five university students' daily use of music through the streaming service Spotify

Björnung Cederholm, Tove January 2018 (has links)
Denna studie undersöker hur det privata vardagslyssnade av musik ser ut idag hos studenter. Studien har särskild fokus på hur lyssnandet påverkas av studenternas tillgång till musik via tjänsten Spotify. Uppsatsen presenterar, diskuterar och analyserar fem semi-strukturerade intervjuer utifrån tidigare forskning samt psykologen James Gibsons teori om affordance. Undersökningen är strukturerad efter ett antal teman som exempelvis: musik som tröst, musik för att kontrollera en social situation och musik och identitet. Materialet från intervjuerna jämförs och analyseras utifrån teorin om affordance. Resultatet visar att vardagslyssnandet idag ser annorlunda ut på grund av den mängd av musik som idag finns tillgängligt för studenterna, till skillnad från innan streamingstjänsterna slog igenom.
34

Affordances i en VR-spelmiljö : Hur stilisering påverkar förståelsen för interagerbara objekt i spelgrafik / Affordances in VR game environments : How stylization affects the understanding of affordances for interactable objects in video game graphics

Forsling, Tobias January 2017 (has links)
Inom produktion av grafik för spel förekommer regelbundet problem med att definiera graden av stilisering. Utifrån tidigare studier om hur spelare vägleds genom spelmiljöer med hjälp av färgskillnader och kontraster skapades i denna VR-studie hypotes om att spelare enklare förstår interaktioner med objekt som är mer realistiska och detaljerade i sina material och texturer då dessa objekt innehåller mer kontraster även kallade mikrokontraster, än ett stiliserat objekt. Detta trots att syftet med stilisering är att rikta åskådarens fokus till ett specifikt objekt eller område i en scen. Arbetet har genomförts genom att ett ramverk för att etablera nivåer av stilisering sammanställdes. Sedan skapades en artefakt i form av ett mindre VR-spel i syfte att testa frågeställningen. Denna bana gjordes i två versioner, en texturerades med mer detaljrika texturer och en texturerades med mer stiliserade texturer. Detta för att ge de två versionerna två olika nivåer av stilisering i dess materialåtergivning. Genom deltagande observation med interaktionsanalys och kvalitativa intervjuer samlades data in för vidare analys av spelares interaktion med spelvärlden och dess objekt. Det visades i den här studien att olika nivåer av stilisering i objekts texturer inte påverkade spelarens interaktion i VR-spelvärlden. Studien visade även att spelare behöver feedback på sina handlingar. Utan feedback uppfattar de inte att deras handling påverkat något. Spelare uppfattar inte heller objekt som olika enheter. Ser två objekt likadana ut förväntar sig VR-spelaren att de ska ha samma funktion och blir förvånade om detta inte är fallet. Spelare har även visat ett beteende av att själva hitta måltavlor i spelvärlden om inga tydliga mål presenteras för spelaren.
35

Rôle de l'affordance dans la catégorisation, l'évaluation et l'adoption des nouveaux produits hybrides communicants par les consommateurs / The role of affordance in categorization, evaluation and adoption of communicating new hybrid products by Consumers

El Amri, Dhouha 11 December 2014 (has links)
Eu égard aux particularités inhérentes au caractère hybride des nouveaux produits communicants (NPH), faisant en sorte que les frontières entre leurs catégories d'appartenance deviennent floues et rendant difficile leur attribution à une catégorie bien définie, les théories de catégorisation classiques basées sur la similarité ne semblent pas suffisantes pour répondre clairement à la question de leur catégorisation. De ce fait, nous avons mobilisé la théorie de l'affordance pour nous aider à comprendre les processus de catégorisation, d'évaluation et d'adoption des NPH communicants par les consommateurs. A travers un triple éclairage théorique et une recherche qualitative dyadique (auprès de consommateurs et d'experts en design), notre recherche doctorale atteste du rôle central de l'affordance dans la catégorisation des NPH communicants. L'affordance intervient aussi dans leur évaluation et leur adoption par les consommateurs. Notre recherche présente un intérêt non seulement pour les fabricants, afin de mettre en exergue les affordances dans le design des NPH communicants de manière à ancrer le produit dans l'une ou l'autre des catégories (théoriquement la plus rentable) ou dans une nouvelle catégorie ; mais aussi pour les distributeurs, dans leur stratégie de référencement, afin de comprendre dans quelle catégorie présenter le NPH communicant. / Given the inherent particularities to the hybrid nature of new communicating products, ensuring that the boundaries between their categories of belonging become blurred and making their allocation to a well-defined category difficult, the classical similarity-based theories of categorization does not seem sufficient to clearly determine the categorization of this kind of product. Therefore, we mobilise affordance concept to help us understand the processes of categorization, evaluation and adoption of new hybrid products (NHP) by consumers. Through a triple theoretical lighting and a dyadic qualitative research (with consumers and experts in design), our doctoral research confirms the central role of affordances in categorizing communicating NHP. Affordance is also involved in their evaluation and adoption by consumers. Our research is of interest not only for manufacturers, to highlight design affordances of communicating NHP in order to anchor the product in either one of its categories of belonging or in the other (theoretically the most profitable), or even in a new category ; but also for retailers in their SEO strategy to understand into which category they should place communicating NHP.
36

"De yngsta är aldrig så upptagna som när det regnar" : En kvalitativ intervjustudie om pedagogernas perspektiv av platsskapande för toddlare och av toddlare i utomhusmiljön / "The youngest are never as busy as when it rains" : A qulitative interview study on the educators´ perspective of place-making for toddlers and of toddlers in the outdoor environment

Lindblom, Marie, Håkansson, Sofia January 2022 (has links)
Syftet med vår studie är att synliggöra pedagogernas uppfattning om platsskapande och materialens erbjudanden i utomhusmiljön utifrån toddlarna. Studien utgår från affordance teorin, då den utgår från material och miljöns handlingserbjudanden. Det är en kvalitativ studie som utgår ifrån intervjuer med förskollärare från sex olika förskolor som analyserats med en hermeneutisk metodansats där svaren från intervjuerna ligger till grund för resultatet. I resultatet framträder att pedagogernas förhållningsätt spelar stor roll för skapandet i toddlarnas utomhusmiljö, vilken syn de har på exempelvis kodad och okodat material, hur anpassningar sker i form av förutsättningar och regler. En annan viktig aspekt är att pedagogernas närvaro spelar stor roll för toddlarnas platsskapande. Resultatet visar vädrets betydelse som material, då vädret som fenomen både förändrar utemiljön och ger andra erbjudanden. Även årstider har stor inverkan och påverkar speciellt toddlarna i deras utforskande av utomhusmiljön då de upplever med hela kroppen vilket innebär att de påverkas både positivt och negativt. / The aim of this study is to make educators 'perception of the toddlers' outdoor environment visible in relation to how the environment is designed and which materials are offered. The study is based on affordance theory, as well as material and environmental action statements. It is a qualitative study where interviews with teachers from six different preschools have been hermeneutically analyzed. The results show that the educators' approach plays a major role in creating the toddlers' outdoor environment, what view they have of, for example, coded and uncoded material, how adaptations take place in the form of conditions and rules. Another important aspect is that the educators’ presence play a major role in the toddlers' job creation. Something that has become evident is the importance of the weather as a material, as the weather as a phenomenon that both changes the outdoor environment and provides other offers. Seasons also have a great impact and especially affect the toddlers in their exploration of the outdoor environment as they experience with the whole body, which means that they are affected both positively and negatively.
37

Utomhusmiljöns meningserbjudanen : En tematisk observationsstudie om vilka meningserbjudanden barnen plockar upp i förskolans utomhusmiljö

Schlack Moilanen, Chantel, Eriksson, Elin January 2024 (has links)
Studiens syfte är att undersöka vilka meningserbjudanden som sker i förskolornas utomhusmiljöer som barnen plockar upp som bidrar till deras lek. Syftet med studien är att bidra till kunskap om utomhusmiljön samt se möjligheterna och de erbjudanden som finns att utforska i utomhusmiljön. Metoder som tillämpas är tematisk analys och observation. Empirin består utav fältanteckningar och observationsschema som analyseras genom Gibsons teori om affordance. Studiens resultat visar att det finns många faktorer som förändrar vilka meningserbjudanden (affordance) som barnen plockar upp till exempel hur utomhusmiljön är utformad med naturbaserade inslag, lekplatsstruktur eller en kombination av båda. I resultaten går det att urskilja att de lösa och fastsittande objekten som finns tillgängliga för barnen att plocka upp under leken bidrar till interaktion mellan individer, vilka meningserbjudanden som pedagoger ger barnen med planerade och spontana aktiviteter samt väderförhållandets meningserbjudanden. Pedagogerna behöver vara medvetna om meningserbjudanden i både deras egna handlingar och utomhusmiljöns för att kunna stötta barnen i deras lek och utforskande.
38

Methods of computing in a ubiquitous age

Yeh, Wei Cheng, 1975- 17 September 2010 (has links)
As technology becomes integrated into everyday life, the relationship between the human and machine must be kept in a balance. Not only does the technology have to perform its intended function, but it must do so in accordance with the dynamic parameters of the complex use environment, in a way that does not encumber the user either physically or mentally. The dissertation explores the challenges of such a scenario through an analysis of three core facets: Affordances, or the user interface cues that allow an intuitive means of operating a device; the aspect of simplicity and its effect on the use factors of the technology (while something might seem to be simple, it may actually be complex to use); and cognitive load in terms of user impact, as a result of utilizing the technology. These illustrate the challenges inherent in understanding the facets fundamental to human- machine interaction in a complex environment. The three factors will be explored first through an historical analysis of the work in each aspect. The theories at hand will be utilized to inform the creation of iterative generations of wearable sensory systems. By utilizing the systems in the field of dance, the theoretical aspects of the core factors can be gauged by actual implementation. Each implementation will be compared side by side to gauge differences in terms of movement dynamics and efficacy of execution. The study will reveal that the three core factors of affordance, simplicity and cognitive load combine synergistically to create a foundational methodology for seamless integration of technology in a complex use scenario. Furthermore, the facets of interoperability between devices in a complex use environment will be illustrated through the theory of intra-interactivity. Finally, the dissertation will illustrate the advantages of passive user interaction and its necessity in relation to the factor of cognitive load. / text
39

Flow in multitasking : the effects of motivation, artifact, and task factors

Park, Ji Hyun, active 21st century 19 September 2014 (has links)
The aims of this dissertation study are 1) to examine how the interplay of motivation, artifacts, and task interconnectedness affect users' flow experience, 2) to understand users' multitasking patterns by analyzing approaches and strategies in multitasking environments through a participatory design session, and 3) to come up with design insights and implications for desired multitasking environments based on findings from the quantitative and qualitative data analysis and synthesis. This dissertation employed the PAT (Person-Artifact-Task) model to examine factors that affect users' flow experience in computer-mediated multitasking environments. Particularly, this study focused on users' flow experience - sense of control, focused attention, curiosity, intrinsic interest and interactivity - in the context of multitasking. The dissertation begins with perspectives on human multitasking research from various disciplines. Emphasis is placed on how researchers have defined the term multitasking and the scope of previous multitasking research. In addition, this study provides definitions of the term task switching, which also has been used to describe human multitasking. The second section of this dissertation focuses on the literature, which characterizes factors and theoretical frameworks of human multitasking research. In this section, human multitasking factors were classified into internal and external factors to analyze factors from the micro to the macro perspective. More detailed definitions and comparisons are also addressed. To summarize and conclude the literature review, this study provides a synthesis framework of internal and external factors of human multitasking contexts. In section III, this dissertation introduces theoretical frameworks that include the constructs of the PAT (Person-Artifact-Task) model and flow model. The next three sections present the research design and two research methods - the experiment and participatory design. The results and discussion section includes the implications of interpreting people's flow experience with motivation, artifact (technology affordance type), and task interconnectedness through the PAT model. The study findings and implications should extend our understanding of multitasking behaviors and contexts and how the interplay of person, artifact, and task factors affects humans' flow experience. A concluding chapter explores future work and design implications on how researchers and designers can take contextual factors into consideration to identify the most effective multitasking in computer-mediated environments. / text
40

Representing and learning affordance-based behaviors

Hermans, Tucker Ryer 22 May 2014 (has links)
Autonomous robots deployed in complex, natural human environments such as homes and offices need to manipulate numerous objects throughout their deployment. For an autonomous robot to operate effectively in such a setting and not require excessive training from a human operator, it should be capable of discovering how to reliably manipulate novel objects it encounters. We characterize the possible methods by which a robot can act on an object using the concept of affordances. We define affordance-based behaviors as object manipulation strategies available to a robot, which correspond to specific semantic actions over which a task-level planner or end user of the robot can operate. This thesis concerns itself with developing the representation of these affordance- based behaviors along with associated learning algorithms. We identify three specific learning problems. The first asks which affordance-based behaviors a robot can successfully apply to a given object, including ones seen for the first time. Second, we examine how a robot can learn to best apply a specific behavior as a function of an object’s shape. Third, we investigate how learned affordance knowledge can be transferred between different objects and different behaviors. We claim that decomposing affordance-based behaviors into three separate factors— a control policy, a perceptual proxy, and a behavior primitive—aids an autonomous robot in learning to manipulate. Having a varied set of affordance-based behaviors available allows a robot to learn which behaviors perform most effectively as a function of an object’s identity or pose in the workspace. For a specific behavior a robot can use interactions with previously encountered objects to learn to robustly manipulate a novel object when first encountered. Finally, our factored representation allows a robot to transfer knowledge learned with one behavior to effectively manipulate an object in a qualitatively different manner by using a distinct controller or behavior primitive. We evaluate all work on a bimanual, mobile-manipulator robot. In all experiments the robot interacts with real-world objects sensed by an RGB-D camera.

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