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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.
281

Teletechnologies, place and community

Wilken, Rowan Cameron Unknown Date (has links) (PDF)
This thesis discovered how notions of place and community circulate in the literature on various forms of teletechnologies and place-making. To do this, its aim was, first, to understand the interactions and interconnections between teletechnologies (or, information and communications technologies), place, and community, both within and outside of the literature on teletechnologies, and, second, to ascertain what relevance place and community might continue to have in the electronic age. (For complete abstract open document)
282

Remaining friends with the dead : emerging grieving practices on social networking sites

Benavides, Willow Jesse James 10 December 2013 (has links)
How do we mourn the dead and proceed with our lives when the dead do not absent themselves from our everyday world, but remain integrated into our community of friends on social networking sites? This paper explores the changes occurring in the ways in which we experience online the deaths of our loved ones, namely, a collapse between public and private modes of grief. The changes under examination include the changing perception of death, identity creation and ownership, the role of the bereaved, theoretical/therapeutic approaches to grieving, the function of ritual, and commemoration of the dead. Questions this paper addresses include: to whom do the dead belong? Does death become banal when it is incorporated into everyday life? How can a ritual reflect a passage from one state of being to another when you are part of a system that does not recognize a change in status? / text
283

Arizona Extension Agents' Use of Communication Technologies

Hopkins, Sarah January 2013 (has links)
Arizona Cooperative Extension strives to address community issues and needs through a research based educational process. The specific foci of the Extension agent gradually changed over time. Today's Arizona Extension agents should have good communication skills as they work to identify community resources, form community partnerships, and develop educational materials, among other things. The study sought to describe how Arizona Extension agents utilize nine communication technologies: cell phones, Smartphones, tablet computers, wikis, blogs, podcasts, YouTube, Facebook, and Twitter. Greater than half of the participants utilized each mobile device included in the study (cell phones, Smartphones, and tablet computers). Facebook was a widely used social media tool. The researcher suggests that funding and professional development may play key roles in Arizona Extension agent technology adoption. Communication technology use should be considered within Cooperative Extension work in order to help agents better serve the clientele.
284

Pulp Jesus reconsidering communication in the hyper-sensate culture of technology /

Park, Ernie J. January 1998 (has links)
Thesis (M. A.)--Trinity Evangelical Divinity School, Deerfield, Ill., 1998. / Abstract. Includes bibliographical references (leaves 86-88).
285

Pulp Jesus reconsidering communication in the hyper-sensate culture of technology /

Park, Ernie J. January 1998 (has links) (PDF)
Thesis (M. A.)--Trinity Evangelical Divinity School, Deerfield, Ill., 1998. / Abstract. Includes bibliographical references (leaves 86-88).
286

Pulp Jesus reconsidering communication in the hyper-sensate culture of technology /

Park, Ernie J. January 1998 (has links)
Thesis (M. A.)--Trinity Evangelical Divinity School, Deerfield, Ill., 1998. / Abstract. Includes bibliographical references (leaves 86-88).
287

En utopisk värld? Att designa en spellogotyp utifrån kärnvärdena lekfull, modern och visuell / An utopian world? To design a game logo based on the core values playful, modern and visual

Harrison, Matilda, Löfgren, Malin January 2018 (has links)
Matematikundervisning i grundskolan upplevs idag som svår för många elever och ett stort antal har problem att ta till sig information genom läroböcker. Startup-företaget Visedu står bakom spelet Mathetopia som är ett lärobaserat matematikspel anpassat efter grundskolans läroplan. Spelet skall fungera som ett komplement till traditionella läromedel såsom läroböcker i ämnet matematik. Syftet med denna studie är att undersöka hur en logotyp kan designas till spelet Mathetopia utifrån kärnvärdena​ lekfull​, ​modern​ och ​visuell​. Studien undersöker även hur logotypen kan utformas för att rikta sig till både elever och lärare i grundskolan. Grundläggande fakta om varumärkesdesign presenteras och en förstudie inleds där bakgrundsinformation från ägarna la en grund till designprocessen. Åtta designförslag skapas som sedan värderas av företaget Visedu. Slutgiltigen tas två utvalda logotyper fram som utvärderas av den primära målgruppen elever i årskurserna 4–9 och den sekundära målgruppen matematiklärare genom intervjuer. Av dessa logotyper anpassas den logotyp som stämmer bäst in på den primära målgruppens preferenser och väljs som den slutgiltiga logotypen.
288

Improving image quality in multi-channel printing - multilevel halftoning, color separation and graininess characterization

Žitinski Elías, Paula January 2017 (has links)
Color printing is traditionally achieved by separating an input image into four channels (CMYK) and binarizing them using halftoning algorithms, in order to designate the locations of ink droplet placement. Multi-channel printing means a reproduction that employs additional inks other than these four in order to augment the color gamut (scope of reproducible colors) and reduce undesirable ink droplet visibility, so-called graininess. One aim of this dissertation has been to characterize a print setup in which both the primary inks CMYK and their light versions are used. The presented approach groups the inks, forming subsets, each representing a channel that is reproduced with multiple inks. To halftone the separated channels in the present methodology, a specific multilevel halftoning algorithm is employed, halftoning each channel to multiple levels. This algorithm performs the binarization from the ink subsets to each separate colorant. Consequently, the print characterization complexity remains unaltered when employing the light inks, avoiding the normal increase in computational complexity, the one-to-many mapping problem and the increase in the number of training samples. The results show that the reproduction is visually improved in terms of graininess and detail enhancement. The secondary color inks RGB are added in multi-channel printing to increase the color gamut. Utilizing them, however, potentially increases the perceived graininess. Moreover, employing the primary, secondary and light inks means a color separation from a three-channel CIELAB space into a multi-channel colorant space, resulting in colorimetric redundancy in which multiple ink combinations can reproduce the same target color. To address this, a proposed cost function is incorporated in the color separation approach, weighting selected factors that influence the reproduced image quality, i.e. graininess and color accuracy, in order to select the optimal ink combination. The perceived graininess is modeled by employing S-CIELAB, a spatial low-pass filtering mimicking the human visual system. By applying the filtering to a large dataset, a generalized prediction that quantifies the perceived graininess is carried out and incorporated as a criterion in the color separation. Consequently, the presented research increases the understanding of color reproduction and image quality in multi-channel printing, provides concrete solutions to challenges in the practical implementation, and rises the possibilities to fully utilize the potential in multi-channel printing for superior image quality.
289

Automatisk testning av WebGL på mobil- och desktopenheter / Automatic Testing of Rendering in Mobile and Desktop Web Browsers

Stenbeck, Marcus January 2014 (has links)
WebGL is a standard for drawing graphics in a web browser. Currently it isn’t widely understood how consistently WebGL performs across a majority of the de- vices that support it. Determining if an image looks correct to a human observer is an interesting problem. The solution for this is useful when developing WebGL applications, since a developer could make better informed decisions during de- velopment. The differences in capability between WebGL implementations are studied, and a few factors are selected that likely will contribute to variations in the rendered output. These factors are found by studying the WebGL specification documen- tation, and in the cases where it is ambiguous, further, authorative sources have contributed to the choice of factors studied. A prototype testing system is developed, including a tool for simulating imple- mentation differences. Two image processing algorithms are evaluated for their suitability in an automatic testing system. For testing, four test cases are devel- oped. The testing system is run with the test cases on wide range of devices, both mobile and desktop. The results show that image processing is not suitable alone the source for deter- mining a test success or failure. However, some promise is shown in using image processing as one component in a fully automatic testing system. Furthermore, developing test cases that perform as the test constructor intends is proven to be a challenge in itself.
290

Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen / Role "At Heart" : Roles' impact on experienced gamers' problem-solving skills in real life

Besara, Sheyno, Barbäck, Zanna January 2014 (has links)
Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer’s problem-solving skills. Roles, as an important part of a game’s structure, contribute to a deepened and more certain development of a diversity of skills – problem solving as one of them. In this paper we examine the relation between roles and gamer’s development of their problem-solving skills in real life – whether it exits and if so, to what extent. We’ve found that roles encourage a creative form of problem solving and that gamers develop their problem-solving skills in real life differently depending on which role they play as. Each role posses a unique set of skills, thereby their performance differs depending on the situation. Gamers develop their problem- solving skills to different extents since the roles require different actions to solve problems in the game.

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