• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 5
  • 2
  • 1
  • Tagged with
  • 8
  • 8
  • 5
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 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

Does my smartphone remember everything I need to remember? : A quantitative study on distributed cognition and how memory is affected by technical artifacts.

Gustafsson, Linn January 2023 (has links)
Technical artifacts, such as smartphones, computers, search engines and computer programs are extensively used by the modern human. It seems like people use these artifacts to remember important information and become better at finding information effectively with them as a constant available aid. This study aims to explore the possibility that human memory sieves away information that is saved in a database and instead focuses on remembering how to get access to the needed information. More precisely this paper aims to examine if people do focus on the content of information or where information is to be found. The motivation of the study was to investigate if smartphones can bring positive outcomes to human cognitive processes and if modern humans are adapting to the technical world. The present study is a replication of Sparrow et al.’s (2011) original study, which presents findings that suggest that humans remember things they know they have access to less than information they do not have access to. Two research questions were investigated in the present study through an experiment, conducted with university students at Linköping University as test participants. The experiment investigated if the participants focused on remembering the content of presented statements, or remembering if the statements were about to be saved or deleted after being exposed to them. The result presented nostatistically significance. Conclusively it is recommended to continue with further studies on the subject and to conduct more replication of Sparrow et al.’s original study, due to the conflicting findings. A speculation is that a cause for the lacking significant result is the relatively small sample size, and future studies are therefore recommended to test a greater number of test participants. Despite the result it is possible that humans use technical artefacts to enhance cognitive processes, and use smartphones as a transactive memory partners, due to the extensive use of technical artifacts and the original study’s findings.
2

Storytelling em e-picturebooks e implicações cognitivas

Pereira, Thales Estefani 29 March 2017 (has links)
Submitted by isabela.moljf@hotmail.com (isabela.moljf@hotmail.com) on 2017-06-29T12:41:41Z No. of bitstreams: 1 thalesestefanipereira.pdf: 10143216 bytes, checksum: 2dcf65a2cc4f9e2530f2272406a58871 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2017-08-07T21:52:17Z (GMT) No. of bitstreams: 1 thalesestefanipereira.pdf: 10143216 bytes, checksum: 2dcf65a2cc4f9e2530f2272406a58871 (MD5) / Made available in DSpace on 2017-08-07T21:52:17Z (GMT). No. of bitstreams: 1 thalesestefanipereira.pdf: 10143216 bytes, checksum: 2dcf65a2cc4f9e2530f2272406a58871 (MD5) Previous issue date: 2017-03-29 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / A invenção de dispositivos computacionais portáteis, como tablets e smartphones, influenciou o desenvolvimento de experiências digitais de leitura com recursos ainda mais diversos que os e-books (livros digitais) produzidos para os primeiros e-readers (dispositivos de leitura). Entre essas experiências estão os chamados e-picturebooks, terminologia usada para categorizar os livros ilustrados digitais (PINTO; ZAGALO; COQUET, 2012). O propósito desta pesquisa é explicar como uma nova configuração digital do livro ilustrado, a partir de suas características específicas, reestrutura o modo como histórias são concebidas e compreendidas; e porque isso pode apontar para sistemas cognitivos diferentes operando na leitura e compreensão das histórias, com relação ao livro impresso. A abordagem parte da definição de conceitos-chave como storytelling (ALBÆK et. al., 2011) e compreensão (KINTSCH; RAWSON, 2007). Para definir o livro ilustrado impresso, recorre-se ao campo que se convencionou chamar picturebook theory (NIKOLAJEVA; SCOTT, 2011). A fim de analisar o book-app – aplicativo para dispositivos móveis que é o formato mais intimamente associado ao conceito de e-picturebook –, exemplos são agrupados segundo cinco principais diretrizes referentes às características desse tipo de livro digital: (i) recursos multimídia; (ii) múltiplas formas de apresentação do texto; (iii) interatividade em tempo real; (iv) gamificação; (v) novas formas de organização do conteúdo. A fonte dos exemplos abordados na pesquisa é o Bologna Ragazzi Digital Award, prêmio da Bologna Children's Book Fair que vem sendo oferecido desde 2012 aos melhores book-apps infantojuvenis de cada ano. Para investigar como o surgimento do e-picturebook influencia o ambiente em que histórias são concebidas e apreendidas, busca-se introduzir uma estrutura teórica baseada em abordagens recentes da Ciência Cognitiva: a cognição distribuída e o conceito de artefato cognitivo (CLARK, 2003, HUTCHINS, 1995; 2001, NORMAN, 1993). Essa teoria contribui para a compreensão do e-picturebook como experiência de storytelling distinta do livro ilustrado impresso, apresentando uma nova ótica de análise do fenômeno, que privilegia as oportunidades relativas a capacidades cognitivas e os potenciais específicos dessa categoria de livro digital. / The invention of portable computing devices, such as tablets and smartphones, has influenced the development of digital reading experiences with even more varied features than the e-books designed for the first e-readers. Among these experiences are the so-called e-picturebooks, terminology used to categorize digital picturebooks (PINTO; ZAGALO; COQUET, 2012). The purpose of this research is to explain how a new digital configuration of picturebook, based on its specific features, restructures the way in which stories are conceived and understood, and why that may indicate different cognitive systems operating in reading and understanding of the stories. The argumentation starts from the definition of key concepts such as storytelling and comprehension (ALBÆK et. al., 2011; KINTSCH; RAWSON, 2007). Then, we resorted to the field that was conventionally called picturebook theory to define the printed picturebook (NIKOLAJEVA; SCOTT, 2011). In order to analyze the book-app - application for mobile devices which is the format most closely associated with the concept of e-picturebook - examples are grouped according to five main guidelines regarding the features of this type of digital book: (i) multimedia resources; (ii) multiple forms of the verbal text; (iii) real-time interactivity; (iv) gamefication; (v) new forms of content organization. The source of the examples approached in the research is the Bologna Ragazzi Digital Award, an award that has been offered since 2012 to the best book-apps for children of each year. In order to investigate how the emergence of e-picturebook influences the environment in which stories are conceived and apprehended, we introduce a theoretical framework based on recent approaches in Cognitive Science: the distributed cognition and the concept of cognitive artifact (CLARK, 2003, HUTCHINS, 1995; 2001, NORMAN, 1993). That theory contributes to the understanding of the e-picturebook as a distinct storytelling experience of the printed picturebook, presenting a new perspective of phenomenon analysis which privileges the opportunities related to cognitive abilities and the specific potentials of that category of e-book.
3

Situated cognition and Agile software development: A comparison of three methods

Khac Do, Nguyen January 2010 (has links)
Agile programming methods have become popular in software development projects. These methods increase productivity and support teamwork processes. In this thesis, we have analyzed three well-known Agile methods - Scrum, Extreme Programming and Crystal Orange - from the perspective of situated cognition to investigate how well the methods support cognition. Specifically, we looked at how the methods aid memory and attention through the use of external representations. The study suggests that the methods support different aspects of situated cognition reasonably well. However, among the investigated methods, Scrum stands out due to aspects of task representation (progress charts), its approaches to externalize what-to-do (memory), and the means to focus on the important programming tasks for the day (attention).
4

NurseBrain: A design concept for patient handover support in hospital care based on identification of useful aspects of paper-based cognitive artifacts for nurses

Mount-Campbell, Austin Fraser January 2016 (has links)
No description available.
5

Comunicação e colaboração docente: análise de artefatos cognitivos em aulas do portal do professor

Carmo, Adriano Vinício da Silva do 17 March 2014 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2016-02-17T12:40:15Z No. of bitstreams: 1 adrianoviniciodasilvadocarmo.pdf: 2816680 bytes, checksum: 29d44c65450304afd000d3902ab824a0 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2016-02-26T13:03:31Z (GMT) No. of bitstreams: 1 adrianoviniciodasilvadocarmo.pdf: 2816680 bytes, checksum: 29d44c65450304afd000d3902ab824a0 (MD5) / Made available in DSpace on 2016-02-26T13:03:31Z (GMT). No. of bitstreams: 1 adrianoviniciodasilvadocarmo.pdf: 2816680 bytes, checksum: 29d44c65450304afd000d3902ab824a0 (MD5) Previous issue date: 2014-03-17 / FAPEMIG - Fundação de Amparo à Pesquisa do Estado de Minas Gerais / Esta é uma pesquisa descritiva que investiga a estrutura e o funcionamento do website educacional Portal do Professor, seção Espaço da Aula, tomando como unidades de análise sua ferramenta de criação de planos de aula (Criar Aula) e as páginas resultantes do trabalho de criação de aulas (disponíveis em Sugestões de Aula). Para isso, considera-se que: 1) websites (e suas páginas) podem ser caracterizados pelos meios de representação que utilizam (texto, imagem, animação, som, vídeo etc.) e pelas conexões/interligações que realizam com suas páginas internas ou com outras páginas na Web e 2) websites podem ser entendidos como Nichos Cognitivos, que são constituídos por diversos artefatos, que, além de cognitivos, apresentam propriedades semióticas específicas, concebidas ou oportunisticamente usadas para melhorar, ou simplesmente alterar, certas competências cognitivas. Durante a pesquisa, foi definida uma amostra aleatória de 70 aulas para aplicação de um instrumento quantitativo. Após isso, analisando o mapeamento resultante, foram listadas 7 aulas para a análise qualitativa. A discussão dos resultados levou a algumas afirmações: 1) a criação de uma aula online é um processo educacional, cognitivamente desenvolvido e apoiado por um nicho já construído (o Criar Aula); 2) as aulas já prontas são produtos educacionais que são publicadas no Sugestões de Aula, compondo um repositório que opera como um nicho cognitivo à medida que oferece possibilidades de ação (escolha de aulas diversas) mediante determinadas contingências educacionais; 3) a colaboração docente em um website, como um processo de cognição distribuída, é (ou possui condições de ser) potencializada, visto a facilidade de interconexão entre diversos artefatos e pessoas, formando nichos cognitivos específicos. / This is a descriptive study that investigates the structure and functioning of the educational website Portal do Professor section Espaço da Aula, taking as their units of analysis the tool for creating lesson plans (Criar Aula) and the resulting pages of the work of creating lesson plans (available at Sugestões de Aula). For this, it is considered that: 1) websites (and its pages) can be characterized by means of representation used (text, image, animation, sound, video, etc.) and the connections/interconnections that carry out with your internal pages or with other Web pages and 2) websites can be understood as Cognitive Niche, which consist of various artifacts, which, in addition to cognitive, have specific, designed or used opportunistically semiotic properties to improve, or simply change certain cognitive skills. During the research, was set a random sample of 70 lesson plans to application of a quantitative instrument. After that, analyzing the resulting mapping, 7 lesson plans were listed for qualitative analysis. The discussion led to some statements: 1) the creation of an online lesson plan is an educational process, cognitively developed and supported by a niche already built (the Criar Aula), 2) the ready lesson plans are educational products that are published in Sugestões de Aulas, composing a repository that operates as a cognitive niche as offering possibilities for action (choice of several lesson plans) under certain educational contingencies, 3) teacher collaboration on a website as a process of distributed cognition, is (or is able to be) potentiated, because facilitates the interconnection between various artifacts and people forming specific cognitive niches.
6

The Never Ending Shower : planning ability, intellectual disability and cognitive artifacts / Den Oändliga Duschen : planeringsförmåga, utvecklingsstörning och kognitiva artefakter

Rönmark, Lovisa January 2014 (has links)
Persons with intellectual disability have been found to perform more poorly on tasks, demanding the use of executive functions like planning, than their peers. This study investigated difficulties with planning, and how problems with planning ability can be supported by using cognitive artifacts to help performance on activities in everyday life, for adolescents with intellectual disability. The approach taken is one of situated cognition, where the natural environment plays a big role, to see if the same difficulties arise as results from traditional research has shown. The traditional view focuses a lot on executive functions, and experimental studies in controlled settings and often suggests interventions and practice of certain functions to get better abilities. Another way is to focus on the use of cognitive artifact, to support problematic abilities, and to get a well-rounded understanding of how the problems actually appear in everyday life, the alternative view of situated cognition is a way to go. The data was gathered through interviews and surveys with the individual’s parents and analyzed through categorization and a repeated measures ANOVA, with a bonferroni corrected post hoc test. Results show several problematic areas, and that there is a difference in how problematic these areas are estimated to be when it comes to planning in everyday situations. It is discussed how the natural contexts helps knowing what planning really means for the group, as well as how it can help finding properties in cognitive artifacts that can help raise the level of independence in planning related tasks.
7

The Never Ending Shower : planning ability, intellectual disability and cognitive artifacts / Den Oändliga Duschen : planeringsförmåga, utvecklingsstörning och kognitiva artefakter

Rönmark, Lovisa January 2014 (has links)
Persons with intellectual disability have been found to perform more poorly on tasks, demanding the use of executive functions like planning, than their peers. This study investigated difficulties with planning, and how problems with planning ability can be supported by using cognitive artifacts to help performance on activities in everyday life, for adolescents with intellectual disability. The approach taken is one of situated cognition, where the natural environment plays a big role, to see if the same difficulties arise as results from traditional research has shown. The traditional view focuses a lot on executive functions, and experimental studies in controlled settings and often suggests interventions and practice of certain functions to get better abilities. Another way is to focus on the use of cognitive artifact, to support problematic abilities, and to get a well-rounded understanding of how the problems actually appear in everyday life, the alternative view of situated cognition is a way to go. The data was gathered through interviews and surveys with the individual’s parents and analyzed through categorization and a repeated measures ANOVA, with a bonferroni corrected post hoc test. Results show several problematic areas, and that there is a difference in how problematic these areas are estimated to be when it comes to planning in everyday situations. It is discussed how the natural contexts helps knowing what planning really means for the group, as well as how it can help finding properties in cognitive artifacts that can help raise the level of independence in planning related tasks.
8

Convergences et tensions autour d’un artefact cognitif : deux études de cas longitudinales de l’usage du business model dans les partenariats public privé de R&D / Business model as a cognitive artifact : two longitudinal case studies in public private R&D partnerships

Rakotondravoavy, Yannick 08 September 2016 (has links)
La thèse porte sur l’étude de la formation de convergences et de tensions dans les choix stratégiques opérés par les partenaires public et privé engagés dans la valorisation des activités collaboratives de R&D. Il s’agit d’en caractériser les déterminants et d’identifier également les moyens permettant de les dépasser. L'originalité de l'approche consiste à mobiliser l'outil conceptuel du business model pour en évaluer la portée en tant qu'artefact cognitif d'analyse de cette situation de gestion et en tant qu'instrument de management stratégique de celles-ci. Le travail s'appuie sur deux études de cas longitudinales élaborées dans le cadre de deux recherche-interventions dans les pôles de compétitivité dédiés à la conception dans l'industrie automobile (Movéo) et des systèmes embarqués (Systematic). Les résultats sont présents à trois niveaux: au niveau du contexte, l'importance des mécanismes d'appropriation à partir des capacités d'absorption des organisations; au niveau du processus, le rôle des trajectoires et du leadership des acteurs et au niveau du contenu, les limites spécifiques liées aux incertitudes du mode projet. / The main objective of the thesis consists into the study of convergences and tensions in the interplay between value co-creation and strategic planning in public private R&D partnerships. Two in-depth longitudinal case studies are used to investigate the usefulness of the business model as a cognitive artifact enhancing the partners to collaborate on designing, articulating and implementing collective strategic choices of R&D outcomes. Data were gathered on two collaborative partnerships among two French Clusters (pôles de compétitivité) Movéo and Systematic. Methodology design employed a triangulation strategy based on both qualitative and quantitative methods (interviews and survey-based, structured methods of scenarios screening, participatory and qualitative methods of information gathering – project’s journals and meeting analysis). Based on internal validity, we have pointed out some issues in the management of inter-organizational relationships and networks regarding the process of how value can be created in strategic project management practices in public private R&D partnerships with these innovative clusters.

Page generated in 0.0634 seconds