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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.
141

Gamifying Dietary Habits : - Engaging Young Adults in Healthy Dietary Habits ThroughGamification: A Focus on Water and Breakfast Habits

Linderoth, Sven January 2024 (has links)
Background: In a healthy diet, one's water consumption is crucial in order to maintain our bodieswater level consisting of approximately two thirds of water. Previous studies show that youngadults seem to not reach the recommended total water consumption daily, leaving them at therisk of dehydration which in turn increases the risk of chronic diseases. Drinking more water, andeating breakfast regularly could decrease this risk and have a healthy impact on young adults.Gamification is a broad concept that utilizes game elements in contexts where otherwise few orno game elements are used. It is known to increase knowledge and awareness in a wide varietyof contexts through storytelling and games, however it is not fully clear on its potential onimpacting behavior change and habit formation, such as drinking more water or eating breakfaston a regular basis.  Purpose: The main purpose of this thesis is to explain how gamification can be utilized in orderto improve young adults dietary habits. Methodology: This research is conducted through a quantitative approach, with a broad researchquestion and two more focused, measurable hypotheses. Findings: This thesis found through the collected data that no difference was seen during thestudied period, and therefore was unable to support the hypotheses made being: “H1:Gamification will increase direct daily water consumption”, “H2: Gamification will increase howoften young adults eat breakfast in the morning”. Despite this, it found aspects from gamificationthat were useful and likable by the participants, as well as aspects that weren't as appreciated andless effective. Laying a good foundation for future research on what is likely to succeed or fail ina similar context.  Conclusion: Gamification in this context did not have any significant impact on young adultsdietary habits. Having to self record on a daily basis seems to have minimized this potential andwas somewhat tedious. Future research should find alternative ways for this, letting the user setpersonal goals, have more personalisation in the app, and most importantly not having to recordtheir dietary habits every day. The most likable gamification elements of the app was found to bethe leaderboard and levels/xp.
142

Hållbara resvanor i Piteå : Utmaningar och möjligheter till hållbart trafikbeteende / Sustainable travel habits in Piteå : Challenges and opportunities for sustainable traffic behavior

Brännström, Sara January 2024 (has links)
One of today’s most important public health issues is inferior air quality which causes many years of healthy life lost due to disability primarily due to respiratory-, heart- and cardiovascular diseases. A major cause is vehicle emissions such as particles or nitrogen oxides. To protect both environment and people from being harmed there are environmental quality standards that every township must follow. The aim of this report is to investigate residents in Piteå’s attitudes and motivations, significant differences in willingness to change behavior and what Piteå municipality can do to influence their residents to make sustainable choices. This study’s data was collected through a survey distributed towards people with a motor vehicle in Piteå. The results show that the resident’s most important motivations to change their behavior are health benefits and their climate moral. The willingness to change is lower the further from the city the resident’s live and the study showed a significant difference between people living closer than 5 kilometers from the city center compared to people with 10 kilometers or more. The report also showed that Piteå community must work with different types of information sources and methods to make people change their behavior. In conclusion, many residents in Piteå are willing to change their behavior, however accessibility for public transportation needs to be improved. To increase motivation, Piteå municipality must work broadly with many methods.
143

A Conceptual Model of Behavior Change Progress for the Application within Coaching Systems to Support Sustainable Lifestyle Changes

Weck, Saskia January 2021 (has links)
Cardiovascular diseases and diabetes are increasing worldwide due to unhealthy lifestyle habits. Behavior change support systems (BCSS) are a new means of promoting a sustainable lifestyle change. These systems are more effective when behavior change theories are applied. The aim of this thesis to integrate well-known behavior change theories into a conceptual model of behavior change progress to form the basis for the BCSS. The research question of this thesis is: what parameters of behavior change should be included in a conceptual model of behavior change progress? The model was created by integrating concepts and their relationships from existing behavior change theories. Next, the model was the validated by experts in behavior change. The outcome is a conceptual framework that can be function as a tool for understanding causal relationship between behavior change concepts, for presenting feedback, and building automated assessments. Furthermore, the model extends already existing knowledge networks. / På grund av allmänhetens ohälsosamma vanor ökar Diabetes och kardiovaskulära sjukdomar i hela världen. Olika stödsystem för beteendeförändringar (BCSS) är ett nytt sätt att främja en hållbar livsstilsförändring. Dessa system är mer effektiva då beteendeförändringsteorier tillämpas. Syftet med denna avhandling är att integrera välkända teorier om beteendeförändring i en konceptuell modell av beteendeförändringsframsteg som kan ligga till grund för BCSS. Forskningsfrågan i denna avhandling är: Vilka parametrar för beteendeförändring ska ingå i en konceptuell modell för beteendeförändringsframsteg? Modellen skapades genom att integrera koncept och deras relationer från befintliga teorier om beteendeförändring. Resultatet är ett konceptuellt ramverk som kan fungera som ett verktyg för att förstå orsakssambandet mellan beteendeförändringsbegrepp, för att presentera feedback och för att bygga automatiserade bedömningar. Dessutom utökar modellen redan befintliga kunskapsnätverk.
144

Improving workforce environmental behaviour : a case study of the construction industry

Jones, Joanna Dawn January 2010 (has links)
No description available.
145

Skills Acquisition and Cognitive Restructuring Operations in Training Assertive Behaviors

Lefebvre, R. Craig 05 1900 (has links)
Behavioral and cognitive skills training for increasing assertive behavior in college students were compared to an equally credible expectancy-control. One significant multivariate function successfully discriminated between the behavioral and control groups, and between the cognitive and control groups. This function was interpreted as showing enhanced behavioral/cognitive construction competencies in the behavioral and cognitive groups. A second function, though not significant, suggested that the cognitive training resulted in more aggressive behavior.
146

The Effects of Contingent Money Withdrawal on Three Response Classes of Verbal Behavior

Spencer, Thomas A. 08 1900 (has links)
This study attempted to reduce three response classes in the verbal behavior of a forty-three-year-old female graduate student. Consequences were placed on interruptions, illogical statements, and total time talking. Specifically, a response rate was taken on the three response classes, and contingent money withdrawal for exceeding defined limits was used as punishment. The treatment was generally effective in reducing interruptions, illogical statements, and total time talking to one half the baseline level, but the follow-up phase suggests that some form of maintainance procedure would be needed to maintain the rate at the lower level.
147

Softwarové přístupy pro zkvalitnění hygieny a sanitace v rozvojových zemích a faktory, které je ovlivňují / Software approaches for development hygiene and sanitation in developing countries and influencing factors

Kačmáčková, Kamila January 2015 (has links)
Jméno a příjmení autora: Bc. Kamila Kačmáčková Název bakalářské práce: Software approaches for development hygiene and sanitation in developing countries and influencing factors Katedra: sociální geografie a regionálního rozvoje Vedoucí bakalářské práce: Doc. RNDr. Josef Novotný, Ph.D. Rok obhajoby: 2015 Abstrakt The subject of this master thesis are software approaches for development right sanitation behavior. First part - theoretical describes hygiene and sanitation section and specific type of development projects - software approaches. Practical part of the thesis based on the systematic review describes external factors influencing sanitation behaviors. Result is summary of influencing external factors categorized into five groups: socio-cultural, economic, political, and physical-geographic and factors of current sanitation conditions Keywords Hygiene and sanitation, development countries, software approaches, behavior change, factors, context
148

Motivace k léčbě závislosti na návykových látkách pacientů detoxifikačního oddělení / Motivation for treatment of dependence on addictive substances among patients in detoxification department

Břoušková, Barbora January 2019 (has links)
Background: The psychology of behavior change and addictive substance users' motivation to get treatment is a topical issue in addictology. The reasons why patients enter treatment vary; they have different goals, and they differ in the degree to which they are able to reflect these goals. To understand addictive behavior, it is necessary to pay attention to all aspects that determine it, i.e. to recognize the abilities, opportunities and motivations of their behavior and their interaction. The topic of patient motivation at the very beginning of the institutional treatment process of addiction, i.e. when entering detox, was not given enough attention in the Czech Republic, despite the fact that detoxification is in many cases the first, indispensable step in starting medium-term and long-term residential treatment of addiction, and work with motivation is a method of direct work with patients. Aims: To map the motivation for treatment of addiction to addictive substances in patients voluntarily hospitalized at the Detox K20department at the Kosmonosy Psychiatric Hospital. To describe the characteristics of these patients, the differences in their motivation and compare their motivation in terms of socio-demographic data, preferential addictive substances, experience with addiction treatment and...
149

Mineração de fluxos contínuos de dados para jogos de computador / Data stream mining for computer games

Vallim, Rosane Maria Maffei 11 July 2013 (has links)
Um dos desafios da Inteligência Artificial aplicada em jogos é o aprendizado de comportamento, em que o objetivo é utilizar estatísticas obtidas da interação entre jogador e jogo de modo a reconhecer características particulares de um jogador ou monitorar a evolução de seu comportamento no decorrer do tempo. A maior parte dos trabalhos na área emprega modelos previamente aprendidos, por meio da utilização de algoritmos de Aprendizado de Máquina. Entretanto, são poucos os trabalhos que consideram que o comportamento de um jogador pode evoluir no tempo e que, portanto, reconhecer quando essas mudanças ocorrem é o primeiro passo para produzir jogos que se adaptam automaticamente às capacidades do jogador. Para detectar variações comportamentais em um jogador, são necessários algoritmos que processem dados de modo incremental. Esse pré-requisito motiva o estudo de algoritmos para detecção de mudanças da área de Mineração em Fluxos Contínuos de Dados. Entretanto, algumas das características dos algoritmos disponíveis na literatura inviabilizam sua aplicação direta ao problema de detecção de mudança em jogos. Visando contornar essas dificuldades, esta tese propõe duas novas abordagens para detecção de mudanças de comportamento. A primeira abordagem é baseada em um algoritmo incremental de agrupamento e detecção de novidades que é independente do número e formato dos grupos presentes nos dados e que utiliza um mecanismo de janela deslizante para detecção de mudanças de comportamento. A segunda abordagem, por outro lado, é baseada na comparação de janelas de tempo consecutivas utilizando espectrogramas gerados a partir dos dados contidos em cada janela. Os resultados experimentais utilizando simulações e dados de jogos comerciais indicam a aplicabilidade dos algoritmos propostos na tarefa de detecção de mudanças de comportamento de um jogador, assim como mostram sua vantagem em relação a outros algoritmos para detecção de mudança disponíveis na literatura / One of the challenges of Artificial Intelligence applied to games is behavior learning, where the objective is to use statistics derived from the interaction between the player and the game environment in order to recognize particular player characteristics or to monitor the evolution of a players behavior along time. The majority of work developed in this area applies models that were previously learned through the use of Machine Learning techniques. However, only a few pieces of work consider that the players behavior can evolve over time and, therefore, recognizing when behavior changes happen is the first step towards the production of games that adapt to the players needs. In order to detect changes in the behavior of a player, incremental algorithms are necessary, what motivates the study of change detection algorithms from the area of Data Stream Mining. However, some of the characteristics of the algorithms available in the literature make their application to the task of change detection in games unfeasible. To overcome these difficulties, this work proposes two new approaches for change detection. The first approach is based on an incremental clustering and novelty detection algorithm which is independent of the number and format of clusters and uses a mechanism for change detection based on sliding windows. The second approach, on the other hand, is based on the comparison of consecutive time windows using spectrograms created from the data inside each window. Experimental results using simulations and data from commercial games indicate the applicability of the proposed algorithms in the task of detecting a players changing behavior, as well as present their advantage when compared to other change detection algorithms available in the literature
150

O processo de design para mudança de comportamento orientado à alimentação saudável infantil

Mota, Juliana Gonçalves January 2017 (has links)
Esta pesquisa analisou o processo de criação de concepts de projeto para estimular os hábitos nutricionais saudáveis na infância, na perspectiva do design para mudança de comportamento. O princípio deste campo do design é transformar a compreensão do comportamento humano em estratégias para a criação de soluções que impactem positivamente a vida dos indivíduos e a sociedade. A fim de atender aos seus objetivos, o estudo adotou a pesquisa-ação como abordagem metodológica, por meio da qual foi realizado um workshop de codesign. Através desta dinâmica foi possível estabelecer a interação colaborativa entre designers e usuárias (mães), no papel de principais educadoras nutricionais dos filhos, e a criação concepts para incentivar o comportamento alimentar saudável nas crianças. O Modelo de Design para o Comportamento Saudável (MDCS – LUDDEN; HEKKERT, 2014), criado para potencializar projetos focados no bem-estar do usuário, foi utilizado como suporte para a análise do processo projetual. No âmbito teórico, os resultados alcançados na pesquisa possibilitaram um avanço nos estudos sobre design para mudança de comportamento, assim como sobre o MDCS. A pesquisa permitiu ainda a aproximação entre princípios do codesign e do design para a mudança de comportamento, diante da lacuna identificada entre essas abordagens. Na perspectiva aplicada, este trabalho promoveu a associação entre conceitos da psicologia comportamental e do design aplicados ao contexto da nutrição infantil. A partir desta conexão foi possível gerar conhecimentos técnicos para o aperfeiçoamento dos processos projetuais focados na alimentação saudável na infância e para a prospecção de novas possibilidades de projeto para prevenção da obesidade. / This research analyzed the creation process of project concepts to stimulate the healthy nutritional habits in childhood, in the perspective of the design for behavior change. The principle of this field of design is to turn the understanding of human behavior into strategies for the project of solutions that impact positively the lives of individuals and the society itself. In order to reach its goals, the study adopted the action research methodology as procedural approach, through which a codesign workshop was held. This dynamic allowed the collaborative interactive between designers and users (mothers), as the main nutritional educators of their children, and the creation of concepts to encourage the healthy eating behavior in kids. The Design for Healthy Behavior Framework (DHBF), created to enhance projects focused on the well-being of the user, was used to support the analysis of the design process. In the theoretical scope, the results achieved in the research made possible an advance in the studies of design for behavior change, as well as on DHBF. The research also allowed the approach between the principles of codesign and design for behavior change, given the gap identified between these two approaches. In the applied perspective, this research promoted the association between behavior psychology and design concepts applied to the context of child nutrition. From this connection, it was possible to generate theoretical knowledge for the improvement of design processes focused in childhood healthy eating and to the prospecting of new possibilities of obesity prevention projects.

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