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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.
1

The Slow Regard of Silent Things / Konsten att ta in tysta ting

Andersson, Matilda January 2018 (has links)
It is time for a library that does not hold all the knowledge. A library that rather deals with very well thought out collections, where you cannot check on the internet before you arrive and find out exactly where the book you want is placed, where you will actually have to browse, to find it, work for your accomplishment and there by add value to it. Perhaps find something different, something you weren’t specifically looking for. A library with a carefully changing selection of knowledge, like curating books.
2

The Anglican Church's missionary work in Korea 1890-1910 as revealed in its missionary magazine The Morning Calm

Ahn, Jong-Mook January 2002 (has links)
No description available.
3

Evaluating Unattended Technology, a Subset of Calm Technology

Levin, Vladimir January 2008 (has links)
Information is a central theme of the twenty-first century. This is evident in the fact that everyday objects are being augmented to provide information. Thus, ubiquitous computing – providing information using everyday objects – becomes increasingly popular. The problem is that information requires attention for acquisition. Hence, ubiq- uitous computing puts a strain on attention, which is limited. There are many innovations that attempt to solve this problem; this thesis focusses on one: calm technology, which was introduced to interface design by Mark Weiser. Calm tech- nology attempts to reduce the attention required to acquire information. Ideally, calm technology would provide information without requiring any attention. I call this technology unattended. Calm technology research, however, typically provides little evidence showing that calm artifacts reduce the amount of attention required. Moreover, evaluations that are conducted on individual artifacts often fail to generalize. That is, evalua- tions only apply to the artifact that is evaluated. They do not identify properties of the artifact that make it calm. In this thesis, I design and conduct a dual task experiment. The results of the experiment indicate that users can perform an attention saturating primary task, and acquire information from a calm artifact not involved in the task, without sacrificing performance on the primary task. Thus, the artifact does not require any attention, as can be measured by the experiment, while providing information. Thus, the artifact is unattended, which provides an existence proof for unattended technology.
4

Evaluating Unattended Technology, a Subset of Calm Technology

Levin, Vladimir January 2008 (has links)
Information is a central theme of the twenty-first century. This is evident in the fact that everyday objects are being augmented to provide information. Thus, ubiquitous computing – providing information using everyday objects – becomes increasingly popular. The problem is that information requires attention for acquisition. Hence, ubiq- uitous computing puts a strain on attention, which is limited. There are many innovations that attempt to solve this problem; this thesis focusses on one: calm technology, which was introduced to interface design by Mark Weiser. Calm tech- nology attempts to reduce the attention required to acquire information. Ideally, calm technology would provide information without requiring any attention. I call this technology unattended. Calm technology research, however, typically provides little evidence showing that calm artifacts reduce the amount of attention required. Moreover, evaluations that are conducted on individual artifacts often fail to generalize. That is, evalua- tions only apply to the artifact that is evaluated. They do not identify properties of the artifact that make it calm. In this thesis, I design and conduct a dual task experiment. The results of the experiment indicate that users can perform an attention saturating primary task, and acquire information from a calm artifact not involved in the task, without sacrificing performance on the primary task. Thus, the artifact does not require any attention, as can be measured by the experiment, while providing information. Thus, the artifact is unattended, which provides an existence proof for unattended technology.
5

Nature Sounds in Music Therapy: Applications in Adolescent Psychiatric Treatment

January 2018 (has links)
abstract: Music is often used to induce relaxation and encourage calm surroundings, but in a group psychiatric treatment environment creating such a space can be complicated by varying and conflicting music preferences. Although best practices in music therapy encourage use of preferred music in sessions, adolescents’ tastes can be so closely tied with their sense of identity that tension may arise between peers in a group setting. On an inpatient adolescent psychiatric unit this issue becomes compounded by additional factors such as inadequate communication skills and difficulties with self-regulation. Although one must be careful not to generalize or romanticize, current literature suggests specific nature sounds may have a calming effect across settings and cultural backgrounds. However, nature sound research done from the music therapy perspective is scarce, and thus evidence-based guidelines for the use of such sounds could prove useful in further exploration of their potential uses in music therapy interventions. This thesis explores the use of nature sounds as a part of music therapy treatment interventions, as well as on the behavioral health adolescent unit during daily routine where environmental sounds can be a problem. If successfully implemented in an acute psychiatric setting with adolescent patients, both during the therapy session and throughout the day, administered by the person receiving treatment and under the guidance of the music therapist, these interventions have the potential to decrease the number and severity of behavioral emergency codes, potentially leading to fewer instances of restraint, as well as more effective functioning after discharge from the inpatient setting. / Dissertation/Thesis / Masters Thesis Music Therapy 2018
6

Supporting reflection on time spent while studying

Blomqvist, Felix January 2021 (has links)
During the Covid-19 pandemic, students has been forced to spend more time studying alone at home, which in some cases has led to increased stress and anxiety. This thesis explores qualities in Slow, Calm and Persuasive technology, together with temporal concepts in theory and qualities derived from ideation, with the aim to explore which qualities should be considered while designing for supporting self-reflection on time spent while studying. The process in this thesis is explorative, moving from ideation, to digital and physical prototypes, with the authors reflections and experiences driving the process forward and experience sessions with participants that were used to ground the experience through their reflections and new perspectives. Through evaluating the reflections and experiences with tools and design principles, the work ends up with the four qualities flow, tension, unfolding and balance as suggestions to work with in future research on designing for supporting self-reflection on time spent while studying.
7

On Protein Recruitment Dynamics in Clathrin-Mediated Endocytosis and its Relation to Membrane Tension

Huber, Scott David 04 September 2019 (has links)
No description available.
8

Air Pollution Distribution under an Elevated Train Station (A Case Study of Silom Station in Downtown Bangkok)

Charusombat, Umarporn 01 January 1999 (has links)
To solve traffic congestion in Bangkok, the Bangkok Mass Transit system (BTS) constructed an overhead rail system with 24 stations. The BTS train station, S2, in this study area covers Silom road and obstructs the air pollutant dispersion in a congestion area. The 1: 200 physical model of the buildings along Silom road with the train station, S2, was simulated in this research to determine the air pollutant dispersion in the train station area. A tracer gas (CO₂) was emitted from a simulated line source with emission rates of 0.383, 0.681, 1.293, 2.586, 5.177 and 10.77 mg/min to simulate actual pollutant emission rates. The CO₂ gas was sampled at 55 locations in the model. The Kriging method was used to interpolate the data in the study area. . Emission rates were used to make the difference between measured CO₂ in the model area and ambient CO₂ large enough to be differentiated. Regression Analysis was used to relate analytically the mass emission rate to the CO₂ concentration. The results indicate that the maximum CO concentrations exceed the 30 ppm Bangkok standard along the Southeast side of Silom Road at the passenger platform level. Drivers will acquire more harmful levels of CO than pedestrians at street level, especially near the Southwest end of the train station. NO₂ concentrations do not exceed the standard (0.17 ppm) at street level. The highest predicted VOC is 1.05 ppm. These results may be used in the future for numerical modeling study. / Master of Science
9

The impact of body-movementbased interaction on engagement of peripheral information displays : A case study

Monteiro Melo, Kauã January 2020 (has links)
With the growth of ubiquitous computing, people are getting familiar and receptive to the idea of using non personal devices in public spaces. An example of such a possible device are the large ambient displays which can be found in airports, subway stations, malls, and bus stops. While most of these devices are not interactive, some offer interaction through touchscreen. This study explored the impact of body-movement-based interaction on engagement of a peripheral information display. We developed and exhibited two versions of the same peripheral information display in a public space. The first version offered interactivity while no interaction was available in the second version. We counted the number of people who watched/interacted with the displays and timed how long they spent doing so. Qualitative data was also gathered through semi structured interviews and non-participant observations. The statistical analysis provide evidences that the mean time spent watching/interacting with the peripheral information display is higher when there is interaction. We are 95% confident that the interval from 0.25 to 13.71 seconds contains the difierence of mean time spent watching/interacting with the display between the two versions. The interviews and observations indicated that the interaction implemented is easily understandable by the public in few seconds without the need of instructions. / Med framväxten av ubik datateknik blir människor allt mer bekanta och mottagliga för att använda allmänt tillgängliga enheter i det offentliga rum. Ett exempel på en sådan enhet är dom stora bildskärmar som placerats på flygplatser, tunnelbanestationer, köpcenter och busshållplatser. Dom flesta av dessa är inte interaktiva, men några är interaktiva genom touch. Denna studie utforskar effekten av kroppsrörelse-baserat interaktion på människors engagemang med perifera informationsskärmar. Vi utvecklade och ställde ut två versioner av en informationsskärm i ett offentligt rum. Den första versionen var interaktiv medans den andra var statisk. Vi räknade antalet människor som uppmärksammade/interagerade med informationsskärmen och tog tiden på hur länge dom eventuellt stannade. Kvalitativ data samlades genom intervjuer genom semistrukturerade intervjuer och icke-deltagande observationer. Statistisk analys av data ger underlag för att säga att medelvärdet för tid spenderat framför informationsskärmen var högre när den var interaktiv. Med ett konfidensintervall på 95% slår vi fast att skillnaden i medelvärde för tid spenderat engagerad med informationsskärmen ligger mellan 0,25 och 13,71 sekunder för dom två versionerna. Intervjuer och observationer pekar mot att den implementerade interaktionen är lätt att förstå inom loppet av några få sekunder utan behov av instruktioner.
10

Levande ytor - Världen är vår canvas : Rumslig upplevelse med Spatial AR / The world is our canvas : A spatial augmented reality experience

Arvidsson, Cecilia, Henningsson, Izabella, Nilsson, Linnea January 2020 (has links)
I detta kandidatarbete undersöker vi hur projection mapping (projicering på en yta) kan användas för att skapa en rumslig berättelse eller upplevelse. Utifrån vår egna tolkning av calm technologys (lugn teknologi) principer har vi skapat ett designperspektiv som syftar till att göra designen lugn, genom att teknologin inte ska bli störande för åskådaren. Till vår hjälp har vi använt oss utav Keri Smiths metoder till att utforska och experimentera med omgivningen och material. För att sedan kunna utöka kreativiteten och hitta nya idéer inom projection mapping har vi använt oss av metoder såsom brainstorming, moodboards och skisser. Vi har även utgått från Stolterman och Löwgrens syn på en designprocess. Detta resulterade till tre gestaltningar där alla utgår från naturens lugna atmosfär. Under detta arbete har vi kommit fram till att det finns många olika sätt att berätta med ytor, det behöver inte bara vara ett fysiskt rum med väggar och tak. Ytor kan bli rum genom att manipulera fysiska föremål med projektorer. Genom att lägga på ett extra lager på objekten som till exempel en animation så kan det förstärka objektet i sig eller få en helt ny karaktär. Med enkla medel som olika mönster, färger och ljus. / In this bachelor thesis we will examine how projection mapping (projection on a surface) can be used as a spatial experience. From our own interpretation of calm technology’s principles, will we create a design perspective that could keep the design calm with respect to the technology, and not be a disturbing moment for the viewer. To guide us through this we have taken Keri Smith’s methods to explore and experiment the environment and different materials. To expand the creativity to find new possibilities in projection mapping, we have used methods like brainstorming, moodboards and sketches. To help our process we based our project on Stolterman and Löwgren’s view of the design process. This led to a result of three figurations where all of them are inspired by the atmosphere of our nature. Through this project we have reached that there’s a lot of ways you can narrate with spaces, it doesn't need to be a physical room where you can stand in. Spaces can transform by manipulating physical artifacts. By adding an extra layer onto these artifacts like an animation it can amplify it’s meaning or give it a new character. Only with simple means like different patterns, colors and light.

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