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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.
61

Interactive realism : a study in the metaphors, models, and poetics of Cyberspace

Downes, Daniel M. January 1998 (has links)
No description available.
62

Mystalk Alert: A Response to Cyberstalking in Malaysia

Wan Rosli, Wan R., Kamaruddin, S., Abd Rani, A.R., Mohd Saufi, N.N., Husain, N.M. 25 September 2023 (has links)
Yes / The Internet has become a vital part of our daily lives in the last two decades. However, as a double-edged sword, such reliance has increased the chance of being targeted by various cybercrimes, including cyberstalking. Furthermore, when the crime transcends into the real world, it can result in rape and even murder. Hence, the MYStalk Alert application aims at helping and facilitating the victims of stalking and victims of harassment generally to understand, cope, and document their experience on the crime for a compelling trail of evidence in the criminal justice process. This Application aims to remedy the circumstances by giving access to users to the features that make it easy to document the evidence and provides them with available information on the crime and the legal landscape of stalking in Malaysia. Furthermore, MYStalk Alert also focused on the user’s physical and psychological by providing self-assessment and tips for the wellbeing including mental health test under the feature of victims’ support. The Application is a first of its kind in Malaysia and aims to support victims of stalking in getting the justice they deserved. The preliminary findings revealed contradictory views on the effective response of the criminal justice system towards cyberstalking, which explains the under-reporting of such crime. Significantly, the findings illustrate that the current Malaysian legal framework on cyberstalking is deficient in protecting cyberstalking victims, which calls for an urgent need for a review in the Malaysian laws. / This work was supported by research grant FRGS/1/2019/SSI10/UITM/02/2 by the Research Management Centre, UiTM Shah Alam, Selangor, Malaysia.
63

Exergames em rede: a Educação Física no cyberspace

Vaghetti, César Augusto Otero January 2013 (has links)
Submitted by William Paiva (williampaiva17@hotmail.com) on 2015-04-17T18:22:06Z No. of bitstreams: 1 César Augusto Otero Vaghetti.pdf: 3899885 bytes, checksum: ba0136c01429d3c75cece5dc5b0f833f (MD5) / Approved for entry into archive by Vitor de Carvalho (vitor_carvalho_im@hotmail.com) on 2015-05-08T16:12:56Z (GMT) No. of bitstreams: 1 César Augusto Otero Vaghetti.pdf: 3899885 bytes, checksum: ba0136c01429d3c75cece5dc5b0f833f (MD5) / Made available in DSpace on 2015-05-08T16:12:56Z (GMT). No. of bitstreams: 1 César Augusto Otero Vaghetti.pdf: 3899885 bytes, checksum: ba0136c01429d3c75cece5dc5b0f833f (MD5) Previous issue date: 2013 / O jogo, nas suas diversas formas, constitui uma parte importante da aprendizagem e do processo de interação social das crianças. No contexto do desenvolvimento cognitivo, por exemplo, a reprodução é considerada fundamental para os processos de estabilização e para o desenvolvimento das estruturas cognitivas. Os videogames têm se tornado uma atividade ubíqua na sociedade atual. Os games, além de serem utilizados como entretenimento, também o são com o objetivo de educar ou de treinar alguma habilidade, nas áreas da educação e da computação. Dessa forma, os games fazem parte das novas tecnologias usadas para a criação de ambientes virtuais de aprendizagem, amplamente discutidas em educação em ciências. Recentemente, em razão da disponibilidade de utilização de tecnologias de sensoriamento e rastreio de baixo custo, uma nova classe de videogame surgiu: o exergame, combinando game e exercício físico. O objetivo desta tese foi explorar a experiência do uso de exergame em rede para o ensino de educação física no cyberspace, em crianças na idade escolar (n=39) e estudantes universitários (n=46), identificando seus aspectos motivacionais, através do uso da Teoria do Fluxo e da Teoria da Autodeterminação. Foi utilizado como instrumento de medida o Long Flow State Scale (FSS-2) – Physical para verificar a motivação dos estudantes no exergame Kinect Sports, modalidade table tennis, do console Kinect XBOX. Os resultados desta tese indicam que o sistema exergame Kinect table tennis possui feedback suficiente para o ensino das técnicas do tênis de mesa no cyberspace, local onde os jogadores trocaram informações acerca dos fundamentos desse esporte; assim, a observação dos movimentos do avatar também pôde ser utilizada para a aprendizagem motora. Os valores de fluxo encontrados nesta pesquisa confirmaram a hipótese de que os valores mais elevados estariam no grupo Networked. Embora tenham sido encontrados valores crescentes de fluxo a partir do grupo Singleplayer, com o menor valor, o único com valor médio acima de 4 (quatro) foi encontrado no grupo Networked, caracterizando, assim, um estado de fluxo. Exergames em rede podem ser usados como Social Exergames, ou seja, como redes sociais para atividades físicas. / The game is an important part of learning cognitive and social interaction of children. In the context of cognitive, for example, reproduction is considered essential for the stabilization processes, and for the development of cognitive structures. Video games have become a ubiquitous activity in today's society. Games, besides being used as entertainment, are being used in order to educate or train some skill in the areas of education and computing. Games are part of the new technologies used to create virtual learning environments widely discussed in science education. Recently due to the availability of use of sensing technologies and low cost screening, a new class of game emerged, the Exergame, matching game and exercise. The purpose of this dissertation was to explore the use of Exergame network for teaching physical education in cyberspace, in school age children (n=39) and college students (n=46), identifying their motivational aspects through the use of Theory Flow and Self-Determination. The measuring instrument Long Flow State Scale (FSS-2) Physical was used to verify student motivation while playing Exergame Kinect Sports, table tennis modality, in Kinect XBOX console.The results of this thesis indicate the system Exergame Kinect table tennis has enough feedback to teaching the techniques of table tennis in cyberspace, where players exchanged information on the grounds of sport, thereby observing the movements of the avatar could also be used for motor learning. Flow values found in this study confirm the hypothesis that higher values would Networked group. Although we found increasing values of flow from the group Singleplayer, with the lowest value, the one with above average value of 4 (four) was found in the group Networked, characterizing a state of flux. Exergames network can be used as social exergames, i.e. how social networks to physical activities.
64

An exploration of the exposure and effects of cyberbullying on students at the University of Limpopo

Mamorobela, Mahlodi Bethania January 2021 (has links)
Thesis (M.A. (Criminology)) -- University of Limpopo, 2021 / In this study, the exposure and effects of cyberbullying on students at the University of Limpopo (UL) were explored. Furthermore, this study looked into the forms of cyberbullying that students were exposed to, the consequences of cyberbullying on victims, the relationship between the cyberbully and the cybervictim, the profile of typical victims, the reasons why students were reluctant to report cyberbullying incidents and the causes of cyberbullying. This study implemented a qualitative research approach. The fifteen participants were selected by means of non-probability purposive sampling. The researcher interviewed these participants guided by the Interview Schedule Guide and Focus Group Discussion (FGD) to solicit to share their personal experiences of cyberbullying. Nine (09) participants were interviewed through semi-structured face-to-face interviews and only the other Six (06) participants formed part of One (01) FGD. The findings of this study were as follows; on the forms of cyberbullying, sexting was found to be the most victimisation that students experienced, students were mostly likely to be cyberbullied by someone they know rather than just a stranger, students experienced negative side effects of cyberbullying, ranging from psychological and academical. Females also experienced more cyberbullying as compared to males. Based on the findings of this study, the following recomendations are made; that there should be improved support for research that examines factors contributing to this type of bullying, in particular dealing with the students. There should also be an educational programme that informs people of cyberbullying and what constitutes cyberbullying. This could be done by educating people about cyberbullying and also by offering students counselling sessions. In addition, this method will help lecturers, parents and counsellors informed about the changing face of technology. One of the efficient approaches can educate students on how to resolve the online bullying without retaliating, encourage youth to reveal their experiences to relevant stakeholders and universities to invent codes of conduct and other policies that tackle cyberbullying. Online bullying prevention strategies should be incorporated in the campus curriculum and should also include substantive instruction on cyberbullying.
65

UAV INTEGRATED VISUAL CONTROL AND SIMULATION SYSTEM ARCHITECTURE AND CAPABILITIES IN ACTION

Srisamang, Richard, Todd, Richard, Bhat, Sudarshan, Moore, Terry 10 1900 (has links)
International Telemetering Conference Proceedings / October 23-26, 2000 / Town & Country Hotel and Conference Center, San Diego, California / Unmanned Aerial Vehicles (UAV) are becoming a significant asset to the military. This has given rise to the development of the Vehicle Control and Simulation System (VCSS), a low-cost ground support and control system deployable to any UAV testing site, with the capability to support ground crew and pilot training, real-time telemetry simulation, distribution, transmission and reception, mission planning, and Global Positioning System (GPS) reception. This paper describes the development of the VCSS detailing its capabilities, demonstrating its use in the field, and showing its novel use of internet technology for vehicle control telemetry distribution.
66

[en] ORKUT: FROM ESCAPISM TO MEDIATED REALITY, FROM USER TO INDIVIDUAL / [pt] ORKUT: DO ESCAPISMO AO REAL MEDIADO, DO USUÁRIO AO SUJEITO

HELENA KALE PIMENTEL BRAZAO 26 December 2007 (has links)
[pt] Este trabalho terá como foco o Orkut, suas ferramentas identitárias e as apropriações idiossincráticas que cada sujeito realiza para se representar naquele espaço virtual. Parte-se do princípio de que, por sua organização, o Orkut é um lócus onde o sujeito pode tentar construir uma unidade, ainda que discursiva. Por se constituir como um espaço de imersão narrativa, o site de relacionamentos estabelece uma gramática própria, tornando-se suporte identitário. O indivíduo se apropria desta gramática e subverte suas regras. Desta forma, cria novas linguagens e recursos para potencializar a comunicação. No universo codificado de um site como o Orkut, os usuários se apoderam da tecnologia como meio de produção de subjetividade. / [en] This work will focus on Orkut, your identity tools and it idiosyncratic appropriations that each individual produce to represent themselves in that virtual space. Takes the premise that, by your organization, Orkut is the locus where individuals can try to build an unity, even in a discursive way. As a space constituted by immersion on narrative, this site establishes it own grammar, turning into identity support. Individuals take it self this grammar and subvert his rules. This creates new languages and potential resources to communication. In sites of coded universe as Orkut, users appropriate technology as a way to produce subjective.
67

As galerias do virtual: o ciberflâneur e a produção artística no ciberespaço / As galerias do virtual: o ciberflâneur e a produção artística no ciberespaço

Geraldo, Luis Gustavo Bueno 08 January 2010 (has links)
Este trabalho tem como propósito analisar o conceito do ciberflâneur e sua relação com a produção artística que utiliza as redes digitais como recurso estético. O conceito do ciberflâneur é uma construção teórica sobre a figura do flâneur, personagem das metrópoles do século XIX, que propunha um novo olhar sobre os fenômenos urbanos. A pesquisa resgata a relação com a arte moderna que havia na figura original para traçar paralelos com as relações entre o ciberflâneur e a arte da rede. Através da análise de obras que utilizam a internet como base feita no capítulo final deste trabalho, buscamos apontar novos aspectos na conceituação do ciberflâneur, deflagrando aspectos no conceito que podem ser relacionados com as práticas artísticas da rede. / This paper aims to analyze the concept of the cyberflâneur and its relation to artistic production that uses digital networks as an aesthetic tool. The concept of the cyberflâneur is a theoretical construct about the figure of the flâneur, the character of the metropolis of the nineteenth century, which proposed a new way of looking to the urban phenomena. The work rescues the relation of the original concept with modern art to draw parallels with the relationship between the cyberflâneur and network art. By examining works that use the Internet as basis in the final chapter of this paper we point out new aspects in the conceptualization of the cyberflâneur, making more evident some aspects of the concept that can be related to artistic practices.
68

Network Frontier: Reframing Exploration and Exploitation in Internet Rhetoric

Hess, Michael 18 August 2015 (has links)
The Internet is a product of the organizational structure of the Office of Science and Research Development, scientific corporate liberalism of Vannevar Bush's post-WWII policies, the process-oriented rhetoric in Science: The Endless Frontier, and Kennedy's commitment to the New Frontier. This thesis first examines the network infrastructure and then the Web in succession, following the common use of the metaphor, which moved from the rhetoric of science in the 1940s to a metaphor that financially and ideologically supported the Pentagon's Advanced Research Project Agency infrastructure in the 1960s and then finally created the value-laden features of the Internet, cyberspace, and its culture in the 1990s. This thesis connects the stages of development of the Internet to uses of the frontier in political rhetoric.
69

Percepções da comunicação na relação educação e tecnologia : análise do site Porvir /

Martins, Mônica Santos. January 2018 (has links)
Orientador: Caroline Kraus Luvizotto / Banca: Roseane Andrelo / Banca: Raquel Rosan Christino Gitahy / Resumo: É inegável que a evolução tecnológica ampliou o acesso à informação e os espaços de conversação e troca de experiência no ciberespaço. O ambiente educacional impactou a maneira como educadores pesquisam e buscam informação, por meio de novos instrumentos, saindo das bibliotecas físicas e conquistando o vasto espaço virtual. Com novas demandas, ferramentas comunicacionais se desenvolveram para disponibilizar conteúdo e facilitar a comunicação em rede, propondo formatos mais interativos e colaborativos, a partir da conectividade. Portanto, com a proposta de ponderar um portal direcionado a educadores, o Porvir, este estudo buscou analisar a proposta de comunicação do website Porvir, abordando também a óptica da interatividade nos espaços de conversação estabelecidos pelo Portal. As discussões abordam como a ferramenta da internet possibilita o acesso, mas também como organiza e planeja seus conteúdos com foco em contribuir socialmente mediante a apropriação da informação disponibilizada. Para tanto, foram utilizados como procedimentos metodológicos a pesquisa bibliográfica e documental, a análise do conteúdo disponibilizado pelo website, monitoramento do portal para analise de frequência, formas de interação e trocas de conhecimento e entrevista em profundidade com uma editora do portal. As etapas metodológicas permitiram uma estruturada análise do cenário e considerações acerca das contribuições entre comunicação, tecnologia e educação como apoio ao docente. . Com isso, esse t... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: It is undeniable that technological evolution has increased the access to information, conversation environment and exchange of experience in cyberspace. In the educational environment, it has impacted the way educationalists /educators research and seek for knowledge, through new tools, conquering the vast virtual space and not using physical library anymore. New demands have arisen; thus, communication tools have been developed to provide content and facilitate network communication, proposing more interactive and collaborative formats, based on connectivity. Therefore, the proposal to analyze a website directed to educators/educationalists, Porvir, this study elicits reflections and considerations on how digital information environments act in the interface education and communication, promoting access to information to teachers/lecturers and educators, collaborating with the evolutionary educational process. The discussions address how the Internet tool allows access, but also how it organizes and plans its contents focused on contributing socially through the appropriation of the information available. For this purpose, methodological procedures included bibliographical and documentary research, analysis of content made available by the website, website monitoring for frequency analysis, forms of interaction and exchanges of knowledge, and in-depth interview with a website publisher. The methodological steps allowed a structured analysis of the scenario and consideration... (Complete abstract click electronic access below) / Mestre
70

網絡虛擬空間: 女同志運動@香港之發展. / 女同志運動@香港之發展 / Wang luo xu ni kong jian: nü tong zhi yun dong @ Xianggang zhi fa zhan. / Nü tong zhi yun dong @ Xianggang zhi fa zhan

January 2004 (has links)
羅立敏. / "2004年8月". / 論文(哲學碩士)--香港中文大學, 2004. / 附參考文獻. / 附中英文摘要. / "2004 nian 8 yue". / Luo Limin. / Lun wen (zhe xue shuo shi)--Xianggang Zhong wen da xue, 2004. / Fu can kao wen xian. / Fu Zhong Ying wen zhai yao. / Chapter 第一章- --- 引言 --- p.1 / Chapter 甲. --- 「網際網絡」的特色 --- p.2 / Chapter 乙. --- 「網絡虚擬空間」與同志社群的凝聚 --- p.13 / Chapter 丙. --- 研究背景 --- p.17 / Chapter 第二章 - --- 「網絡虚擬空間」的發展與應用 --- p.27 / Chapter 甲. --- 「網絡虚擬空間」的發展歷史 --- p.29 / Chapter 乙. --- 「網絡虚擬空間」在香港的發展與應用 --- p.51 / Chapter 丙. --- 本章小結 --- p.57 / Chapter 第三章 - --- 「網絡虛擬空間」對性小眾組織的作用 --- p.63 / Chapter 甲. --- 南韓組織的經驗 --- p.66 / Chapter 乙. --- 香港女同志組織的經驗 --- p.77 / Chapter 丙. --- 本章小結 --- p.88 / Chapter 第四章- --- 女同志個人在「網絡虚擬空間」的參與 --- p.90 / Chapter 甲. --- 筆者的個人經驗 --- p.90 / Chapter 乙. --- 香港女同志網絡空間的概況 --- p.98 / Chapter 丙. --- 本章小結 --- p.108 / Chapter 第五章- --- 如何在香港利用「網絡虚擬空間」推動女同志運動 --- p.110 / Chapter 甲. --- 香港女同志運動的現況 --- p.110 / Chapter 乙. --- 利用「網絡虚擬空間」推動女同志運動的優勢與限制 --- p.121 / Chapter 丙. --- 本章小結 --- p.142 / Chapter 第六章 - --- 總結與展望 --- p.145 / Chapter 甲. --- 總結部份 --- p.146 / Chapter 乙. --- 展望部份 --- p.152 / 後記 / 附件 / 參考書目

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