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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.
11

Genetic Algorithms for optimizing behavior trees in air combat / Genetiska algoritmer för optimerat luftstridsbeteende

Ångström, David January 2022 (has links)
Modelling and simulating entities in virtual environments are tools commonly used by companies to test, validate and verify their products in close to real scenarios; effectivelyreducing the cost, time and effort compared to real life testing. This is especially the case in the area of air combat where realistic behaviors are not only a necessity, but paramount to replace the costs of fuel and operation time. The behavior tree framework is a behavior model whichrepresents entity actions with regards to its perception of the world whilst being easy to manuallyvalidate through its intuitively structured nature. However, as different simulated scenarios require different behaviors, operators commonly has to manually craft new behavior trees at the cost of time and effort. In this thesis, the AI technique Genetic Algorithms (GA) is used to improve a previously crafted general behavior tree with regards to a given 4v4 beyond-visual-range air combat scenario. To this end, a select number of parameters within the behavior tree are optimized in two experiments where a) all parameters are optimized globally and b) the parameters are divided into blocks of sub-behaviors (Engage, Fire missile, etc.) which are then optimized individuallyand combined at a later stage. The agents in the GA are put against the base tree where the baseline is referred to as the base tree vs itself. As the problem proved too easy and resulted in an over-optimized behavior when a single scenario was used, the decision was made to increase the number of the scenarios to three; differing in positions and orientations. The former experimentresulted in a behavior capable of defeating all entities in the other team without any casualties in all three scenarios while the behavior in the latter experiment failed to find the cross-blockrelations, and thus, only achieved a slightly better result than that of the baseline. However, the parameters of highest importance are found to be highly correlated in both experiments and GA is concluded to be a satisfactory technique for the problem of generating improved behaviors with regards to given scenarios.
12

En knuff i rätt riktning- en studie om att förändra individers miljömässiga beteenden genom triggers och Fogg behavior model.

Necksten, Lisa January 2016 (has links)
För att förstå vad som får en individ att förändra beteenden till mer miljövänliga har studien utgått ifrån Fogg behavior model som menar att faktorerna motivation, förmåga och triggers behövs för att ett beteende ska förändras. Studien har undersökt i hur stor grad individer som har motivation och förmåga, samt fått triggers, uppnått sina miljömässiga beteendeförändringsmål. Det har även undersökts hur stor skillnad triggern gör för att ett beteende ska uppnås. Jag höll fyra, för allmänheten öppna, föreläsningar om kemikalier i vardagen varpå deltagarna satte fem beteendeförändringsmål att uppnå. Hälften fick under två månaders tid kontinuerliga triggers varpå samtliga respondenter fyllde i en uppföljning där de rankade i vilken grad de upplevde att deras beteendemål var uppfyllt. Resultatet visar att gruppen med både motivation, förmåga och triggers i genomsnitt nådde sina mål med 82,6 % och att gruppen med motivation och förmåga, men utan triggers, uppnådde sina mål i genomsnitt med 59,9%. Fishers exakta test visar en signifikansnivå på p < 0,01 vilket innebär en hög signifikant. Detta tyder på att Fogg behavior model är tillförlitlig samt att faktorn trigger är viktig för att en beteendeförändring ska ske. / To understand what makes individuals change their behaviors towards more environmentally friendly, this study started with Fogg behavior model which says that the factors needed to change a behavior is motivation, ability and triggers. This study investigated in which scale individuals who has motivation, ability and triggers achieved their goals of changing behaviors to more environmentally friendly, and how much effect the trigger had. I had four lectures, all opened for the general public, about chemicals in the every day life and afterwords the participants chose five ”behavior-goals” they wanted to achieve. Half of the respondents got triggers every week and after two months everybody made a follow-up where they rated in which scale they experienced that their goals were achieved. The result shows that the group with both motivation, ability and triggers reached their goals in average with 82,6% and the group with motivation and ability but without triggers reached their goals in average with 59,9 %. Fisher ́s Exact Test shows a significance level of p < 0,01 which is the same as a highly significant. This indicates that Fogg behavior model might be reliable and that the trigger is important for a behavior to occur.
13

Assessment of Caretaker Resources and Motivation in the Wean-to-Market Phase of Swine Production

Holtkamp, Joshua W 01 January 2024 (has links) (PDF)
This study is a novel application of I/O Psychology principles to the U.S. swine industry. The Swine Health Information Center (SHIC) recently identified caretaker motivation related to compliance with biosecurity behaviors as a priority needing to be better understood. This exploratory study seeks to identify if there is indeed a worker motivation issue within the industry that is impacting compliance with biosecurity, and if so, establish both a baseline of motivation and a better understanding of the primary influencing factors. Using the Theory of Planned Behavior and the Job Demands/Resources Model of Burnout as a framework, an online survey was developed using items, adapted or in original form, from previous research and established measures. A total of 139 caretakers from five pork production companies participated in the survey and form the study's sample population. Results suggest the swine industry's problem with biosecurity compliance is not a motivationally driven issue, but findings were unable to provide evidence supporting a conclusive determination. Results for attitude (TPB) and job resources (JD-R) suggest further investigation into the rewards, supervisor support, and performance feedback categories of job resources could be promising avenues for continuing to explore what drives biosecurity non-compliance. Valuable insight was obtained about the swine industry and the caretaker role, and results are promising for improving quality of data collected as the research continues applying I/O theories and models to the swine industry for the purpose of investigating worker resources and attitudes. Continuing this research will help one of the largest industries in the United States to better understand the interactions and motivations behind worker attitudes and perceptions towards biosecurity adherence and to enhance positive outcomes for employees, farms, and consumers.
14

"I had to become my own hero" : En utvärderande studie av träningsapplikationen RunKeeper / "I had to become my own hero" : An evaluating study of the training application RunKeeper

Skripcevska, Kristina January 2013 (has links)
Being physically active plays an essential role in ensuring good health and well-being. Motivation is a key factor for maintaining a healthy lifestyle and together with the help of today’s modern technology, facilitating new innovative approaches has made it easier to motivate people towards regular physical activity. This study aims to examine how a training application can increase motivation and how behavioral change occurs when using a training application. Qualitative data collection methods such as interviews and observations have been used in this study. The results show that the training applications ability to motivate varies, and there is a vast interest in taking part of the statistical results and having control over personal developments. / Fysisk aktivitet är en viktig roll för att kunna säkerställa god hälsa och välmående. Motivation är en nyckel faktor för att upprätthålla en hälsosamlivsstil. Tillsammans med dagens moderna teknik har det utvecklats nya innovativa tillvägagångssätt för att motivera människan till regelbunden fysisk aktivitet. Denna studie undersöker hur en träningsapplikation kan bidra till ökad motivation och hur beteendeförändring förekommer vid användning av en träningsapplikation. Kvalitativa datainsamlingsmetoder såsom intervjuer och observationer har använts i denna studie. Resultatet visar att träningsapplikationens förmåga att motivera varierar beroende på användare. Det finns även ett stort intresse att kunna ta del av slutresultat och ha kontroll över den personliga utvecklingen.
15

Effects of Nonadherence to HIV/AIDS Drugs on HIV-Related Comorbidities in Eastern Nigeria

Ojukwu, Chizomam Laura 01 January 2019 (has links)
Developing countries like Nigeria continue to have HIV epidemic challenge due to the scarcity of evidence-based information and lack of resources to boost HIV education. The study population, Owerri, is one of the states in Nigeria with a high incidence rate of HIV. The purpose of this phenomenological study was to explore the experiences of people living with HIV/AIDS regarding the effects of nonadherence to HIV/AIDS drugs. The integrated theory of health behavior model provided the framework for the study. I collected, transcribed, and analyzed interview data to identify clusters and themes. Results showed that various factors influenced and (e.g., free drugs, fear, culture, medication side effects, discrimination, relationship/support system, poverty, belief, easy access) contributed to adherence behavior among respondents. People living with HIV/AIDS may be encouraged to adhere to drug treatments because of these research findings. This study contributed to a positive social change in that respondents were excited and open about sharing their fears, challenges, struggles and hope with the anticipation to influence others to be open about their HIV disease.
16

A Study on Stroke Patients¡¦ Using Behaviors on ¡¨ Long-distance Community Health Care and Nursing Service¡¨Based on Health Behavior Model¡ÐConducting this research on an Unnamed Medical Center in the Southern Taiwan.

Kuo, Jui-Hsien 20 July 2008 (has links)
According to the statistics from Department of Health, Executive Yuan, in 2007,brain attack has been listed as the third of the top ten reasons for death. In Taiwan, the occurrence rate of brain attack on population above 35-year-old is 3/1000. And the total amount of population above 35-year-old is nearly 10,000,000. Then the latest number of occurrence of brain attack is approximately 30,000¡COnce the stroke happens, under such a circumstance, not only the expense of acute care increases but also the long-term medical care expense, the family and social cost will become larger. In view of that, the long-term care plan for stroke patient has been in urgent need. This research, ¡¨Long-distance Community Health Care Nursing Service for Stroke Patients¡¨, which is originated from a plan conducted by a medical center in Southern Taiwan. Based on Andersen¡¦s¡]1968¡^health behavior model as the theoretical structure¡Awe studied 102 patients who had a stroke (including high stroke risk patients)within one year in Kaohsiung. In this study, we applied JMP V6.0¡]SAS Institute, Cary, NC, USA¡^to analyzing case characters¡Aconducting univariate analysis by £q2 analysis and ANOVA. Then we applied multivariate logistic regression analyses to significant variables. We hope to find out the predisposition, enabling factors and need factor from those important predictor variables in ¡§Long-distance Community Health Care and Nursing Service¡¨. We research the differences of stroke patients¡¦ behaviors, providing those research results as the reference materials for related business promotional strategy in future, hoping to advance the quality of long-term care and nursing for stroke patients. In this study, total 102 copies of the questionnaire were sent out and returned, with a return rate of 100%, and 100 copies of questionnaire were effective. The research results show that: 1. Predisposition¡GThere are significant differences on these items--¡§Number of Children¡¨(Demography), ¡§Buddhist¡¨(Religion) and ¡§Those who have a health check within nearly one year¡¨(Health Concept). 2.Enabling factors¡GThere are significant differences on these items--¡¨Monthly Family Income¡¨(Economical factor),¡¨Monthly Balance of Payment¡¨(Economical factor) and ¡§Commercial Insurance¡¨(Insurance resource). 3.Need factors¡GPeople (those who think their health state stay at the average level), Health State (¡§High Blood Pressure and Heart Attack¡¨,¡¨Eye Diseases¡¨, ¡¨Cancer¡¨,¡¨Bone and Muscle¡¨,¡¨Asthma¡¨,¡¨Ears Disease¡¨and ¡¨Neural Diseases¡¨are involved. The behavior research includes ¡§Number of Accepting Medical Treatment per month¡¨(1 to 2 times), ¡§Activity in Daily Life ¡¨¡]ADL¡BIADL-Shopping Ability¡^and ¡§Functional Behaviors¡¨. 4. To sum up, the predisposition, enabling and need factors in this research could partially influence using behaviors¡Ain accordance with Andersen¡¦s inference in health behavior model. In conclusion¡G1.¡¨Long-term Community Health Care and Nursing¡¨ can be applied to stroke patients, which can help patients to build up effective self-management and advance life quality; 2. This service combines Medical Service Chain established by Information-Telegraphic Technology. Currently, blood pressure checking and telephone consultation are most popular service among interviewees, and other kinds of service are under development; 3. Stroke patients with different demographical characters show a great difference on using behaviors; 4. To speak briefly, this service can meet the ideal long-term care and nursing standard for local aging population.
17

Vartotojų elgsenos ypatumų nustatymas sveikatingumo centre „Linija“ / Determination of consumer behaviour features in health center “Linija”

Astrauskas, Mindaugas 20 June 2012 (has links)
Darbo objektas: vartotojų elgsenos ypatumai. Darbo tikslas: nustatyti vartotojų elgsenos ypatumus sveikatingumo centre „Linija“. Darbo uždaviniai: 1. Apžvelgti vartotojų elgsenos teorinius aspektus. 2. Pagrįsti vartotojų elgsenos tyrimo aktualumą. 3. Išanalizuoti vartotojų elgsenos ypatumus sveikatingumo centre „Linija“. Pagrindiniai rezultatai ir išvados Bakalauriniame darbe analizuojamos paslaugų vartotojų elgsenos savybės ir jai įtaką darantys veiksniai. Tema yra aktuali tuo, kad sveikatingumo paslaugos yra populiarios, perspektyvos, vis labiau naudojamos ir vertinamos, vartotojai vis daugiau laisvo laiko skiria tokioms paslaugoms. Apibendrinti tyrimo rezultatai parodė, jog vartotojų elgsenai įtaką daro daugelis veiksnių: kultūriniai, socialiniai, asmeniniai, psichologiniai faktoriai. Prieš įsigydamas prekę ar paslaugą kiekvienas pirkėjas pereina visus pirkimo proceso etapus, tačiau vieni užtrunka ilgiau, kiti trumpiau, kol galiausiai juos visus įveikia. / Determination of consumer behaviour features in health center “Linija”.
18

A computational model of suspense for the augmentation of intelligent story generation

O'Neill, Brian 18 November 2013 (has links)
In this dissertation, I present Dramatis, a computational human behavior model of suspense based on Gerrig and Bernardo's de nition of suspense. In this model, readers traverse a search space on behalf of the protagonist, searching for an escape from some oncoming negative outcome. As the quality or quantity of escapes available to the protagonist decreases, the level of suspense felt by the audience increases. The major components of Dramatis are a model of reader salience, used to determine what elements of the story are foregrounded in the reader's mind, and an algorithm for determining the escape plan that a reader would perceive to be the most likely to succeed for the protagonist. I evaluate my model by comparing its ratings of suspense to the self-reported suspense ratings of human readers. Additionally, I demonstrate that the components of the suspense model are sufficient to produce these human-comparable ratings.
19

Evaluating asynchronous communication in distributed meetings : Using a project management tool in the Sprint retrospective

Ragnarsson, Justus January 2017 (has links)
No description available.
20

Personality and Mood for Non-player Characters: A Method for Behavior Simulation in a Maze Environment

Paige, Noah L 01 December 2020 (has links) (PDF)
When it comes to video games, immersion is key. All types of games aim to keep the player immersed in some form or another. A common aspect of the immersive world in most role-playing games -- but not exclusive to the genre -- is the non-playable character (NPC). At their best, NPCs play an integral role to the sense of immersion the player feels by behaving in a way that feels believable and fits within the world of the game. However, due to lack of innovation in this area of video games, at their worst NPCs can jar the player out of the immersive state of flow with unnatural behavior. In an effort towards making non-playable characters (NPCs) in games smarter, more believable, and more immersive, a method based in psychological theory for controlling the behavior of NPCs was developed. Based on a behavior model similar to most modern games, our behavior model for NPCs traverses a behavior tree. A novel method was introduced using the five-factor model of personality (also known as the big-five personality traits) and the circumplex model of affect (a model of emotion) to inform the traversal of the behavior tree of NPCs. This behavior model has two main beneficial outcomes. The first is emergent gameplay, resulting in unplanned, unpredictable experiences in games which feel closer to natural behavior, leading to an increase in immersion. This can be used for complex storytelling as well by offering information about an NPC's personality to be used in the narrative of games. Secondly, the model is able to provide the emotional status of an NPC in real time. This capability allows developers to programmatically display facial and body expression, eschewing the current time-consuming approach of artist-choreographed animation. Finally, a maze simulation environment was constructed to test the results of our behavior model and procedural animation. The data collected from 100 iterations in our maze simulation environment about our behavior model found that a correlation can be observed between traits and actions, showing that emergent gameplay can be achieved by varying personality traits. Additionally, by incorporating a novel method for procedural animation based on real-time emotion data, a more realistic representation of human behavior is achieved.

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