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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.
51

You are here. Exploring the intersection of wayfinding and presence in video games

Johan, Hellgren January 2020 (has links)
This thesis project aims to contribute knowledge to the field of user experience design in games by examining the relationship between presence and wayfinding in games in order to determine how one might design wayfinding systems that simultaneously facilitate player navigation and create a sense of presence. Based on examining and comparing existing literature on wayfinding and presence in games, and by analyzing existing games that accomplish the aforementioned dual purpose, I formulate a set of hypothetical design principles for presence-creating wayfinding design. The validity of these principles is then put to test by creating and testing a digital prototype where participants are tasked with navigating a virtual space. The testing of the practical application of these principles reveals them to be largely viable, demonstrating the viability of designing wayfinding solutions for games that simultaneously facilitate presence.
52

A new traversal method for virtual reality: overcoming the drawbacks of common methods

Smink, Karl A 01 May 2020 (has links)
One of the biggest issues facing VR as a platform is the limitation of the user’s physical space. Not everyone has a lab, empty warehouse, or open space in their home or office, and even if they do, the hardware also limits the physical space the user can take advantage of. Fitting the entirety of the environment within few square meters is a strict limitation for many applications. A method of moving the user within a larger space is needed, but current methods come with drawbacks. Developing a new movement method that avoids these drawbacks will help ensure a better experience for the user.
53

The Effect of Information Structuring on Analytical Knowledge Acquisition

Al-Gharaibeh, Rami Salah 18 July 2007 (has links)
No description available.
54

Organizational Energy: A Behavioral Analysis of Human and Organizational Factors in Manufacturing

Irani, Zahir, Sharif, Amir M., Papadopoulos, T. 03 June 2015 (has links)
Yes / This paper seeks to explore the behavior and embodied energy involved in the decision-making of information technology/information systems (IT/IS) investments using a case within a small- to medium-sized manufacturing firm. By analyzing decision making within a given case context, this paper describes the nature of the investment through the lens of behavioral economics, causality, input-output (IO) equilibrium, and the general notion of depletion of executive energy function. To explore the interplay between these elements, the authors structure the case context via a morphological field in order to construct a fuzzy cognitive map of decision-making relationships relating to the multidimensional and nonquantifiable problems of IT/IS investment evaluation. Noting the significance of inputs and outputs relating to the investment decision within the case, the authors assess these cognitive interrelationships through the lens of the Leontief IO energy equilibrium model. Subsequently, the authors suggest, through an embodied energy audit, that all such management decisions are susceptible to decision fatigue (so-called “ego depletion”). The findings of this paper highlight pertinent cognitive and IO paths of the investment decision-making process that will allow others making similar types of investments to learn from and draw parallels from such processes.
55

Does Cognitive Leadership Matter? : An Analysis of Tony Blair’s Decision on the Iraq War

Olsson, Moa January 2019 (has links)
By using a qualitative content analysis and cognitive mapping, the purpose of the thesis is to investigate the decision-making of political leaders in extraordinary situations. The thesis focuses on the case of Tony Blair and his decision to invade Iraq in 2003. The cognitive map of political elites by Robert Axelrod is used to form a cognitive map to illustrate and represent the beliefs of Blair. The research question is what formed Blair’s decision to invade Iraq in 2003? Three time periods are analyzed: before, during and after the war. The results show that intervention should be accepted and no intervention should be rejected. This is with regard to the British utility. The motives for the intervention was Blair’s belief in spreading democratic values and rights. Something which would generate stability and progress for Britain, as well as, for other countries. To end human suffering, WMD trade and terrorism were also among the motives for the intervention. To strengthen the strategic relationship with Russia through intervention was important and the relationship with the U.S. even more. No intervention would increase the ineffective containment and strengthen the regime of Hussein. No intervention would also increase WMD (trade, development and use), terrorism, destruction and people suffering and dying on a mass-scale. Altogether this would negatively impact the British utility.
56

The Untimely-Image : On Contours of the New in Political Film-Thinking

Nilsson, Jakob January 2012 (has links)
This study creates and develops a concept called the untimely-image including two sub-concepts called contours of the new and the untimely-site. The untimely-image concerns the clearing for and the expression of figures of “potential” in thought in the form of moving-images. The aim of these concepts is to form a critical framework for evaluating and conceptualizing political film as expressive, not of the new itself but of its “untimely” contours. The untimely-image, and its many implications, is developed over the course of six chapters. Chapter 1 extensively defines “contours” and “new” as operative in this study, and also introduces a theme that runs through all the chapters: how to think the contours of the new in relation to the cult of the new in consumer culture and in relation to the larger mechanisms of advanced capitalism. Chapter 2 defines the parameters of the untimely-image as specifically regarding moving images, and continues the development of this concept. In Chapters 3 to 6, The Wire (David Simon, 2002-2008) serves the double function of complicating and giving specification to the elaboration of the untimely-image as well as a case in which the untimely-image is used as a critical framework. The Wire and the untimely-image relate in processes of juxtaposition, wherein they meet, cross over, separate, and reproblematize each other. An untimely-image is fully defined in relation to concrete political issues. The untimely-image is therefore advanced by articulating the components and characteristics that, independently of the concrete issue, remain in every case, as well as by putting the concept to work regarding two specific problems in The Wire: its expression of blackness and its mapping of advanced capitalism.
57

Navigation spatiale en milieu urbain réel ou virtuel : performances et traitement multisensoriel de l'information spatiale chez les voyants, malvoyants et aveugles congénitaux ou tardifs / Spatial navigation in real and virtual urban environments : performance and multisensory processing of spatial information in sighted, visually impaired, late and congenitally blind individuals

Boumenir, Yasmine 29 September 2011 (has links)
Dans le cadre de cette thèse, nous avons mené trois études sur le terrain et/ou en laboratoire pour comparer l'importance relative de la géométrie des routes, représentée visuellement ou tactilement en deux dimensions, des informations multidimensionnelles extraites sur la base d'une visite directe du monde réel, et des informations symboliques indirectes sur les lieux par le biais d' instructions verbales, dans la construction de représentations spatiales chez l'homme, lui permettant de naviguer de mémoire dans des environnements complexes et non-familiers. Ces expériences ont permis de mettre en lumière certains aspects multidimensionnels et multi-sensoriels dans le traitement cognitif des informations spatiales et l'influence de celui-ci sur les performances d'hommes et de femmes, qui avaient pour tâche de retrouver de mémoire un itinéraire donné dans un milieu urbain non familier. Les résultats montrent clairement que des informations relatives aux repères visuels, transmises au moyen de séquences d'images panoramiques des itinéraires étudiés, sont inutilisables par un navigateur s'il ne dispose pas d'informations valides sur les distances relatives entre ces repères dans le monde réel (expérience 1). L'influence d'une exposition au préalable à un plan 2D visuel ou tactile des itinéraires a été comparé avec celle d'une expérience directe au moyen d'une visite guidée, ou indirecte au moyen d'indications verbales, sur les performances de navigation de personnes voyantes (expérience 1 et 2), déficientes visuelles (expérience 3), ou voyantes mais privées temporairement de leur vision (expérience 3) dans des environnements urbains à grande échelle. Les tests ont été réalisés en milieu réel (expériences 1 et 3) et virtuel (expérience 2) généré par ordinateur (Google Street View). Les performances ont été analysées en termes de temps du point de départ au point d'arrivée, nombre d'arrêts, nombre d'erreurs et taux de succès. Les stratégies potentiellement employées durant la navigation sont mis en avant sur la base des réponses des sujets à un questionnaire standardisé ; leurs capacités individuelles de se représenter l'environnement exploré sous forme d'images mentales a été évaluée sur la base de dessins. Les niveaux subjectifs de stress psychologique ont été mesurés pour mettre en évidences des différences possibles entre l'homme et la femme à cet égard. Les données ici montrent, d'une part, qu'une exploration rapide de représentations virtuelles correctement mises à l'échelle d'un environnement complexe permet aux sujets de retrouver cet itinéraire sans problème dans le milieu réel (expérience 2). Les personnes aveugles de naissance compensent l'absence de repères visuels dans la navigation efficacement par la mémorisation d'informations géométriques sur la base d'une brève exploration d'un plan tactile des itinéraires étudiés ici. Les sujets voyants privés de repères visuels, par contre, ne sont pas instantanément capables d'une telle compensation (expérience 3). Les résultats de ce travail sont discutés ici à la lumière des hypothèses actuelles sur la nature intrinsèque des représentations spatiales chez l'homme et placés ici dans le contexte d'un modèle de la mémoire de travail. Nous suggérons que cette dernière comprend des sous-systèmes multidimensionnels de stockage temporaire, capables de traiter en parallèle une multitude d'entrées sensorielles avec une capacité beaucoup plus grande que précédemment postulé dans le modèle classique de la mémoire de travail, qui présume un traitement sériel d'informations à capacité limitée. Un tel modèle est globalement mis en question par les résultats de cette thèse, qui ouvre une porte importante aux recherches futures sur le traitement cognitif d'informations spatiales chez l'homme dans un monde en perpétuel changement.Mots-clés : Environnements à grandes échelles – perception – traitement multi-sensoriel – représentation spatiale – navigation – humain / Previous studies investigating how humans build reliable spatial knowledge representations allowing them to find their way from one point to another in complex environments have been focused on comparing the relative importance of the two-dimensional visual geometry of routes and intersections, multi-dimensional data from direct exposure with the real world, or verbal symbols and/or instructions. This thesis sheds further light on the multi-dimensional and multi-sensorial aspects by investigating how the cognitive processing of spatial information derived from different sources of sensory and higher order input influences the performance of human observers who have to find their way from memory through complex and non-familiar real-world environments. Three experiments in large-scale urban environments of the real world, and in computer generated representations of these latter (Google Street View), were run to investigate the influence of prior exposure to 2D visual or tactile maps of an itinerary, compared with a single direct experience or verbal instructions, on navigation performances in sighted and/or visually deficient individuals, and in individuals temporarily deprived of vision. Performances were analyzed in terms of time from departure to destination, number of stops, number of wrong turns, and success rates. Potential strategies employed by individuals during navigation and mental mapping abilities were screened on the basis of questionnaires and drawing tests. Subjective levels of psychological stress (experiment 2) were measured to bring to the fore possible differences between men and women in this respect. The results of these experiments show that 2D visual maps, briefly explored prior to navigation, generate better navigation performances compared with poorly scaled virtual representations of a complex real-world environment (experiment 1), the best performances being produced by a single prior exposure to the real-world itinerary. However, brief familiarization with a reliably scaled virtual representation of a non-familiar real-world environment (Google Street View) not only generates optimal navigation in computer generated testing (virtual reality), but also produces better navigation performances when tested in the real-world environment and compared with prior exposure to 2D visual maps (experiment 2). Congenitally blind observers (experiment 3) who have to find their way from memory through a complex non-familiar urban environment perform swiftly and with considerable accuracy after exposure to a 2D tactile map of their itinerary. They are also able to draw a visual image of their itinerary on the basis of the 2D tactile map exposure. Other visually deficient or sighted but blindfolded individuals seem to have greater difficulty in finding their way again than congenitally blind people, regardless of the type of prior exposure to their test itinerary. The findings of this work here are discussed in the light of current hypotheses regarding the presumed intrinsic nature of human spatial representations, replaced herein within a context of working memory models. It is suggested that multi-dimensional temporary storage systems, capable of processing a multitude of sensory input in parallel and with a much larger general capacity than previously considered in terms of working memory limits, need to be taken into account for future research.Keywords: large scale environments – perception – multisensory processing - spatial representation – navigation - human
58

A Pedagogy of Hope: Levers of Change in Transformative Place-based Learning Systems

Heaton, Michelle G. 30 April 2020 (has links)
No description available.
59

Cognitive Mapping in the Postmodern Novel: Philip K. Dick's "Ubik", Kim Stanley Robinson's, The Gold Coast, and Don DeLillo's, White Noise.

Starn, Natalie M. 08 May 2013 (has links)
No description available.
60

A MIND WITH A VIEW: COGNITIVE SCIENCE, NEUROSCIENCE AND CONTEMPORARY LITERATURE

Slimak, Louis Jason 08 August 2007 (has links)
No description available.

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