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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.
871

How to build a brand : Evoking the right emotions in audience perception

Eriksson, Niklas January 2022 (has links)
In order to be competitive in the marketplace, all company’s need to have a well-established and thought-out brand. It is difficult to create a brand that conveys the right feeling and establishes a connection with its target group. The process consists of many steps and subjective opinions are difficult to measure. This study aims to determine how a branding process can be conceptualized and performed, in order to ensure a connection with its target audience, as well as how the results objectively can be measured. In this context, a branding process is defined as the proceedings of a series of well-defined activities used to develop a value system, and communication framework for a business. To investigate how a brand can be created, and measure its impact on the target audience, a literature review and semi-structured interviews were held with experts within the field. Based on these findings, a brand identity and strategy was developed through a number of workshop exercises, held with the founders of a start-up company named Kurr. A brand identity was established, and a new design of the company website was created. An online survey containing a desirability test was sent out to people within and outside the company’s target audience to measure the response of the website and brand. During the desirability test, the respondents got to view a prototype of the company website and then select 3 - 5 words from a list of 20 that best described their initial emotions of the brand. The results showed that the top five words chosen by the target audience matched with the five intended emotions picked for the brand. These findings reinforce previous research that highlights the importance of a well-thought- out brand strategy and identity. The results suggests that brand archetypes can be effective to use when developing a new brand. Further, the research shows that Microsoft desirability test can be used to provide data on how a brand is perceived by its audience.
872

Dutch Water Ways : Mobility enabling future living environments on water

Welten, Lars January 2021 (has links)
When exploring an original and relevant contribution to the continuing development of future transportation solutions, the author was inspired by the unbalanced influence mankind has on our planet earth. Amongst other effects of climate change, sea level is rising and will by the end of this century resultin uninhabitable areas. With this design project, the author aimed at emitting a positive answer to climate change; showing how with a different way of thinking the water no longer has to been seen as a problem but instead as a solution. Forming a basic understanding of how people in the future could live on water required a broad exploration of trends which are currently influencing society and living environment needs. The aging population and the need for smaller living and shared facilities were some of the conclusions of this research, which in collaboration with an architect were translated into a hypothetical floating village plan. Far future scenario planning proved to be a process with many uncertainties, however by empirically filling in the blanks an image emerged which provided a sufficient foundation for the development of potential mobility and transportation opportunities. A living environment where houses and facilities are separated from each other by a barrier (the water), presented challenges for its inhabitants in regards to mobility yet unknown in life as we know on land. The transportation solution the author is putting forward is a shared autonomous shuttle system, seamlessly integrated with the floating architecture and infrastructure, which make the inhabitants perceive the water not as a barrier. The fact that in a floating village architecture and infrastructure move along with the fluctuating water level just like the water transport, allowed for rethinking the archetype of a boat and designing a flush and stable ingress/egress experience. Aesthetic inspiration was found in nature; by analyzing the stance of the water strider insect, a stable looking vehicle was realized which conveys trust towards its users. In short, it has been a degree topic containing a multi-faceted challenge from which the author at the beginning of the project could not foresee the impact.
873

If it Doesn't Fit Force it - Uncanny Tailoring

Frihammar, Henrietta January 2023 (has links)
The uncanny is a feeling that is closely related to fear and fright but is not quite the same. It is a feeling of unsettling discomfort – that there is something that one does not understand. This project explores the aesthetic of the uncanny through tailoring. By using draping and the inherent body-altering techniques within tailoring this project shows alternative expression within tailoring by distortion of body and garment.
874

It is a square, that you can wear, that has a lot of hair

Örnebrink, Josefin January 2023 (has links)
This study is an initial attempt to investigate the dialog between knitting and tufting. The approach is to experiment with different knitting techniques for different results and subsequently use the tufting as a decorative shaping tool for the knitted fabric. By using the method of trial and error, the goal was to find criteria to make the material lead. Subsequently, this study questions the common way of tufting by bringing an element of stretchy into the execution. The thesis shows the development of an alternative backing for tufting to make a wearable fabric for fashion. It was concluded that it is possible to tuft in a knitted fabric as long as the fabric has tension. The criteria for executing this method were that the knitted fabric can not be too sparsely knitted and one has to use the loop-tufting gun to be able to make stitches.
875

Capturing and Scaffolding the Complexities of Self-Regulation During Game-Based Learning

Dever, Daryn 01 January 2023 (has links) (PDF)
Game-based learning environments (GBLEs) can offer students with engaging interactive instructional materials while also providing a research platform to investigate the dynamics and intricacies of effective self-regulated learning (SRL). Past research has indicated learners are often unable to monitor and regulate their cognitive and metacognitive processes within GBLEs accurately and effectively on their own due mostly to the open-ended nature of these environments. The future design and development of GBLEs and embedded scaffolds, therefore, require a better understanding of the discrepancies between the affordances of GBLEs and the required use of SRL. Specifically, how to incorporate interdisciplinary theories and concepts outside of traditional educational, learning, and psychological sciences literature, how to utilize process data to measure SRL processes during interactions with instructional materials accounting for the dynamics of leaners' SRL, and how to improve SRL-driven scaffolds to be individualized and adaptive based on the level of agency GBLEs provide. Across four studies, this dissertation investigates learners' SRL while they learn about microbiology using CRYSTAL ISLAND, a GBLE, building upon each other by enhancing the type of data collected, analytical methodologies used, and applied theoretical models and theories. Specifically, this dissertation utilizes a combination of traditional statistical approaches (i.e., linear regression models), non-linear statistical approaches (i.e., growth modeling), and non-linear dynamical theory (NDST) approaches (aRQA) with process trace data to contribute to the field's current understanding of the dynamics and complexities of SRL. Furthermore, this dissertation examines how limited agency can act as an implicit scaffold during game-based learning to promote the use of SRL processes and increase learning outcomes.
876

Effectiveness of Digital Interactive Experiment in Learning Outcomes and Engagement

Salemirad, Matin 01 January 2021 (has links) (PDF)
Despite some ongoing debates over the positive or negative impact of digital games, educational games are powerful tools to increase engagement and improve learning outcomes. Scientific concepts about the weather are complicated for younger learners and deep learning often requires long-term cultivation. This thesis presents a novel interactive educational simulation called the Science of Meteorology with Interactive Learning Experience (SMILE). In it, students interact with a touchscreen monitor to change weather conditions and learn about clouds and weather science. The relationship between engagement and learning outcomes and the effectiveness of the experience is evaluated using a formal user study. Online data collection was completed after IRB approval during the summer of 2020 with 23 students between the ages of 8 and 12. Student knowledge of clouds and weather science was tested via 12 related questions before playing with SMILE. Furthermore, the impacts of the designed simulation on engagement level were evaluated by the Game Engagement Questionnaire (GEQ), including 19 questions developed by Brockmyer et al. (2009). This study showed a significant improvement in student knowledge where the average of test scores increased 57% for the post-test. The findings show that GEQ needs some modification to measure engagement in different game genres and for different age ranges.
877

Emotion Through Motion : Rörelse är inte samma sak som levande

Jildenmyr, Rasmus January 2022 (has links)
Den här artikeln ämnar ge ett konkret exempel på hur Disneys 12 principer för animation ur The Illusion of Life (1990) och hur metoder inom skådespel kan användas för att förmedla känslor genom endast animation av en karaktär. Att animera en karaktär betyder inte att den får en personlighet eller känslor att visa upp för åskådaren, vilket har väckt frågan vilka metoder man kan använda sig av för att uppnå detta genom animationen. En karaktär kommer animeras för tre olika känslor med hjälp av de 12 principerna och känslo-aktiverande metoder presenterade av Simon Blake (2022). En testgrupp kommer sedan att titta på animationerna och svara på en enkät med frågor om hur de uppfattade animationerna. Denna undersökning kommer att sammanställas och granskas för att sedan presenteras som ett konkret exempel på hur man kan förmedla känsla med hjälp av endast animation. Syftet är att detta ska kunna fungera som ett lärorikt exempel för oerfarna animatörer om vikten av att inte bara få karaktären att röra på sig, utan även att den känns levande med känslor. / This article aims to deliver a concrete example of how Disney’s 12 principles of animation from The Illusion of Life (1990) and methods in acting can be used to showcase emotion through only the animation of a character. To animate a character doesn’t mean that it gets a personality nor feelings to show the viewer, which brought forth the question of what methods could be used to achieve this through animation. A character will be animated for three different emotions with help from the 12 principles and the emotion-activating methods presented by Simon Blake (2022). A test group will then review the animations and then answer a survey containing questions about how they perceived the animations. This study will then be assembled and reviewed to later be presented as a concrete example of how you can convey emotion with the help of solely animation. The hope is that this can function as an educational example for newer animators about the importance of not only making their characters move, but also making sure that they feel alive with emotions.
878

School Has a Bad Storyline: Gamification in Educational Environments

Pynn, Irene L. 01 January 2017 (has links)
School often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player's interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs), a medium that pulls from narrative structures found in Choose Your Own Adventure Novels. These interactive narratives are a largely untapped resource (for educational uses) of guided critical thinking. My ongoing research explores the efficacy of implementing VNs into digital pedagogies to encourage the development of "creatigational skills." This term is a response to the problematic wording already in use for skills such as creative thinking and collaborative abilities, skills encouraged by and developed through interactive activities, such as gaming and many of the arts. Current terminology labels them "soft" or "non-cognitive" skills, which are clear misnomers that passively diminish the importance of creative thought. This research explores how gaming, specifically so-called "narrative" gaming, of which VNs are one example, might contribute to the development of creatigational skills in students. Through the creation of VNs for this study, I examine both the ability of this genre to engage and encourage imaginative thought, as well as the practicality of designing and developing VNs for classroom use.
879

Typographic And Image Explorations

Rupp, Ben 01 January 2011 (has links)
These typographic and image based designs explore multiple components of design including: legibility, manipulation, communication, and conventionalism with an emphasis on information graphics. Drawing from influences of the Futurist designers and Dadaist typography, I take the mundane details of an object such as a baseball or car to create excessive amounts of visually stimulating graphics. Through this process of gathering detailed information, I take photographs, draw by hand and scan images to fully understand and portray an objects identity until I feel satisfied that the objects visual potential has been exhausted. These personal expressions are combined to form printed material and book designs. These works explore the experimental use of type and image montage to break the rules of graphic design while keeping some of the traditional aesthetics associated with this discipline. My love for detailed subject matter may be seen in my books, The Baseball and 1 (One) which include subject matter from my childhood interests such as rare 1/1 baseball cards.
880

Hur design kan bidra till läsbarhet i skolan

Andersson, Albin January 2023 (has links)
Flera rapporter visar att lässvårigheter bidrar till stora problem påett mänskligt plan och forskare beskriver att denna problematikförsvårar för människor att kunna delta i samhället. Problematikmed att kunna ta till sig viktig information och att utvecklaskunskapsmässigt. Syftet med studien är att ur ett universelltdesign-perspektiv undersöka hur typsnitt i skolmaterial ärutformat och hur det kan underlätta läsbarheten för eleverna.Studien ska bidra till att utveckla och ge kunskap till hurskolmaterial bör utformas för att passa elever i grundskolan medhjälp av grafisk design. För att kunna besvara frågeställningarnaså användes metoden deltagande observation för att kunna tareda på hur eleverna upplevde de olika typsnitten i ett urvaltexter. Resultatet av undersökningen visade att skolmaterialetanvänder antikvor som typsnitt och att de lämpar sig för elevermed god läsförmåga och att elever som upplever svårigheter medläsning föredrog typsnitt med sanserifer vilket inte fanns iskolmaterialet.

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