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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 Use of Video in Zoo Exhibits to Convey Conservation Messages to Adult Visitors

Bennett, Nadya J. 01 October 2009 (has links)
No description available.
2

Study of Network Design Factors That Influence Industrial Fieldbus Network-Based System Integration

Oh, Eun 03 September 2009 (has links)
No description available.
3

Utilisation of digital media in improving children's reading habits

Jurf, Dima Rafat Mohammad January 2012 (has links)
Although digital media has been exploited to improve digital libraries, social networking sites, and book promotion for adult and child stakeholders, but encouraging children who have the choice to either read from a book or on a screen remains limited worldwide, including Jordan. This interest has meant that data about children's reading habits were needed, and the present study was intended as a contribution towards this aim. Interviews were conducted with Jordanian writers, publishers, child specialists, and various children's cultural centres. The managers and personnel unanimously showed that Jordanian children are not good readers and that a limited number of books are published for children as there are actual boundaries preventing Jordanian writers from publishing books. In particular, subjecting the typical sorts of children's websites - 'Club Penguin', 'PBS Kids', 'A Story before Bed', 'Baraem', 'Storyline Online', and 'Raneen' - to evaluation showed that 'Club Penguin' got the highest rank among the other websites in terms of multimodal features, usability, and language, while 'PBS Kids' got the highest rank regarding interactivity, and 'A Story before Bed' got the highest rank in reading activities. Although it was realised that most children were satisfied with the aspects of usability and ease of use rather than the structure or the aesthetic of the website, and were more attracted to the websites that provide multimodal features such as special characters, narration, gesture, and interactivity. The targeted websites' parameters obtained from the survey were used as guidance in the design structure of the KITABAK website, as a virtual reading environment for children's reading practices. The evaluation results that were obtained showed that there is a significant correlation towards encouraging children's reading habits and reading from printed books accompanying the website; girls showed more interest in reading iv than boys; and there is an obvious willingness for the adaptation of the website as a part of the Jordanian school curriculum. In addition, the KITABAK website was accepted significantly more than 'Club Penguin', mainly because the KITABAK website has facilities, games and reading activities. Also, results showed that children who were subjected to testing the KITABAK website for a one-week period proved to accept the website significantly more than those who were subjected to testing it once.
4

To Conquer Or To Kill? : A qualitative study on game mechanics and player experience in MOBA games / Att Erövra Eller Att Döda? : En kvalitativ studie om spelmekaniker och spelarypplevelse i MOBA spel

Romo Flores, Azul January 2018 (has links)
The eSports scene as well as the Multiplayer Online Battle Arena (MOBA) have rapidly grown in popularity over the past decade. Research regarding game design factors and player experience in this genre are still not fully explored. This study aimed to examine Heroes of the Storm (HotS), League of Legends (LoL) and Defense of the Ancients 2 (Dota2) through a tailored game ontology for MOBA games, if the game mechanics cause more frustration and challenge compared to other genres (Johnson, Nacke and Wyeth, 2015); and to better understand the effect on player experience in MOBA games. Results suggest that builds for heroes, including talents, items and meta strategies, are the most challenging aspects. Frustration may surge when players make mistakes or when communication within the team fails. Additionally, the main difference between these games is the level of difficulty and complexity making Dota2 the optimal choice for MOBA veterans and HotS a good introduction to the MOBA genre. / ESports scenen så väl som Multiplayer Online Battle Arena genren har snabbt vuxit i popularitet under de senaste tio åren. Forskning angående speldesignfaktorer och spelupplevelse har fortfarande inte blivit fullt utforskat. Syftet med denna studie är att undersöka  Heroes of the Storm (HotS), League of Legends (LoL) och Defense of the Ancients 2 (Dota2) genom en skräddarsydd ontologi för MOBA spel,  och hur spelmekanikerna skapar mer frustration och utmaning hos spelare i jämförelse med andra genrer (Johnson, Nacke och Wyeth, 2015) samt att bättre förstå vilken effekt de har på spelarna i MOBA genren. Resultaten tyder att builds för karaktärer, inklusive talents, items och metastrategier är dem mest utmanande elementen. Frustration kan uppstå när spelare gör misstag eller när kommunikationen inom laget ej fungerar. Den största skillnaden i mellan dessa spel är svårighetsgraden och komplexitet, vilket leder till att Dota2 är ett optimalt val för veteraner och HotS är en bra introduktion till MOBA genren.
5

Etikettdesign och prisklass för röda viner / Label design and price range for red wines

Lawergren, Filip, Thunholm, Robin January 2015 (has links)
Denna studie syftar till att undersöka om det finns ett samband mellan designfaktorer och prisklass på rödvinsetiketter. För att kartlägga förekommande designfaktorer har en visuell innehållsanalys gjorts inom tre olika prisklasser hämtad från Systembolagets hemsida. Utifrån den visuella innehållsanalysens resultat designades tre vinetiketter för varje prisklass. För att ta reda på om dessa designfaktorer hade ett samband med den tänkta prisklassen testades vinetiketterna mot konsumenter genom en webbenkät. Slutsatsen var att det fanns vissa generella drag som skiljer prisklasserna åt även om många designfaktorer var vanligt förekommande för alla prisklasser. Utifrån respondenternas svar visade sig vissa av designfaktorerna vara mer eller mindre tydliga för den tilltänkta prisklassen. / This study aims to examine whether there is a connection between design factors and price on wine labels for red wines. To identify occurring design factors, a visual content analysis was made from three different price ranges brought from the Swedish Alcohol Retailing Monopoly’s website. Based on the visual content analysis results three wine labels for each price range was designed. To find out if these design factors were associated with the intended price range, the wine labels were tested on consumers with a web survey. The conclusion was that there was some general features that distinguish price range classes, although many design elements were common for all price ranges. Based on the respondents answers it turned out that some of the design factors were more or less clear to the intended price range.
6

Utilisation of digital media in improving children's reading habits

Jurf, Dima R.M. January 2012 (has links)
Although digital media has been exploited to improve digital libraries, social networking sites, and book promotion for adult and child stakeholders, but encouraging children who have the choice to either read from a book or on a screen remains limited worldwide, including Jordan. This interest has meant that data about children¿s reading habits were needed, and the present study was intended as a contribution towards this aim. Interviews were conducted with Jordanian writers, publishers, child specialists, and various children¿s cultural centres. The managers and personnel unanimously showed that Jordanian children are not good readers and that a limited number of books are published for children as there are actual boundaries preventing Jordanian writers from publishing books. In particular, subjecting the typical sorts of children¿s websites ¿ 'Club Penguin', 'PBS Kids', 'A Story before Bed', 'Baraem', 'Storyline Online', and 'Raneen' ¿ to evaluation showed that 'Club Penguin' got the highest rank among the other websites in terms of multimodal features, usability, and language, while 'PBS Kids' got the highest rank regarding interactivity, and 'A Story before Bed' got the highest rank in reading activities. Although it was realised that most children were satisfied with the aspects of usability and ease of use rather than the structure or the aesthetic of the website, and were more attracted to the websites that provide multimodal features such as special characters, narration, gesture, and interactivity. The targeted websites¿ parameters obtained from the survey were used as guidance in the design structure of the KITABAK website, as a virtual reading environment for children¿s reading practices. The evaluation results that were obtained showed that there is a significant correlation towards encouraging children¿s reading habits and reading from printed books accompanying the website; girls showed more interest in reading iv than boys; and there is an obvious willingness for the adaptation of the website as a part of the Jordanian school curriculum. In addition, the KITABAK website was accepted significantly more than 'Club Penguin', mainly because the KITABAK website has facilities, games and reading activities. Also, results showed that children who were subjected to testing the KITABAK website for a one-week period proved to accept the website significantly more than those who were subjected to testing it once. / Applied Science University
7

Development and reliability quantification of a novel test set-up for measuring footwear bending stiffness

Krumm, Dominik, Schwanitz, Stefan, Odenwald, Stephan 15 March 2022 (has links)
Since footwear flexibility impacts functional design factors, numerous studies have investigated footwear bending stiffness. However, the various methods used to measure footwear bending stiffness have some limitations. Hence, the scope of this study was to develop and quantify the reliability of a novel test set-up for measuring footwear bending stiffness. A test set-up consisting of a hydraulic testing machine, a bending apparatus and a fixation unit was created that fulfilled the requirements specified in the initial phase of the study. The test set-up was evaluated by testing 15 different boots in three series of measurements. Bending stiffness of the boots ranged from 0.61 ± 0.03 Nm/° to 2.38 ± 0.08 Nm/°. Two-way analysis of variance test yielded that the test set-up enabled the reliable measurement of footwear bending stiffness. Relative measurement uncertainty ranged from 1.3 % to 6.1 %.
8

Besparing av trämaterial i KL-trästommar genom sortering av lameller i två kvalitetsklasser / Saving wood material in CLT structures by grading boards into two strength classes

Broberg, Christian, Cederin, Emil, Svensson, Oliver January 2022 (has links)
Byggsektorn står idag för en stor del av världens klimatpåverkan. Stommen i en byggnad tillräknas cirka  45%  av en byggnads klimatpåverkan och med en KL-trästomme är det möjligt att minska utsläppen av koldioxid. Trä är en begränsad resurs och för att bättre utnyttja materialet krävs att möjligheten att sortera virke i olika hålfasthetsklasser utnyttjas bättre. Idag sorteras majoriteten av svenskt virke till hållfasthetsklass C24 men med en effektiv sortering är det möjligt att erhålla cirka 30% i hållfasthetsklass C40 och resterande C24 från samma virke. KL-trä består av ett flertal trälamellskikt orienterade 90 grader mot det intilliggande skiktet. Med en optimerad sammansättning av KL-trälameller med C40 i de mest belastade skikten är det möjligt att minska mängden använt material. Enligt forskning finns en besparingspotential på ca  5% av materialet. Syftet med arbetet är att belysa de vanligaste dimensionerande faktorerna samt att visa trätillverkare och konstruktörer den existerande besparingspotentialen från en effektivare virkessortering. Med utgångspunkt i projektet Kilströmskaj i Karlskrona har detta arbete undersökt ifall KL-träelement bestående av virkesklasserna C40/C24 kan leda till framtida materialbesparingar. De studerade KL-träelementen är de mest och minst belastade väggarna och bjälklagen. Väggelementen och takbjälklaget består av 5-skiktsskivor medan mellanbjälklagen är uppbyggda av 7-skikt. Samtliga element i Kilströmskaj består av virke i hållfasthetsklassen C24. Resultaten indikerar att med C40 i ytterskikten finns det potential att reducera elementtjocklen med bibehållen styvhet och hållfasthet lik elementen bestående enbart av C24. Resultaten visar även att vilket dimensionerande fall som används har en avgörande roll för uppbyggnaden av elementen. De dimensionerande faktorerna för projektet har varit deformation och vibration för bjälklag och brand för väggar. För mellanbjälklag är det möjligt att reducera mängden material mellan 9 - 41% beroende på elementets spännvidd och överbyggnad. För väggar med två lager brandgips är det möjligt att reducera mängden använt material med  14- 17 %.  Dimensioneras väggelementet i brottgränstillståndet finns en teoretisk besparingspotential på   ifall det går att säkerställa att brand inte påverkar elementet. / In this study it was investigated whether cross laminated timber (CLT) can be used more efficiently than today by optimized grading of wood into two strength classes and placing the lamina with better mechanical properties in the most loaded parts of the CLT-elements. The purpose of this work was to determine the design factors for the CLT structure of an apartment building and be able to contribute to increased knowledge of efficient material utilization. The study links to an existing project Kilströmskaj, which is a seven-story building with a load-bearing frame of CLT and investigated the alternative use of timber graded into two different strength classes. The study showed that for floors, the design factors are natural frequency and deformation. Decisive for the mechanical properties of the floor elements is the stiffness of the outer layers. The result for elements with two classes of strength graded sawn timber showed a potential for savings between  9 - 41%. For walls, it turned out that fire was the critical design factor. As fire was the designing factor and the elements were only protected with a single layer of gypsum, there was no potential material savings in using different grades of wood in different layers. For walls with double layers of gypsum, however, there would be a potential for material savings of between 14 - 17 % . If fire is not the designing factor, there is a possible material saving of  28 %.
9

Tillgänglighet inom exergames, vilka är de viktigasteanpassningsmöjligheterna för personer medrörelsenedsättning?

Lundberg, Ebba, Enmark, Adam January 2021 (has links)
The problem addressed in this work is the lack of accessibility inexergames for people with movement impairments. It can bechallenging for these people to physically activate them selfbecause it’s easier said than done for them to access exerciseequipment that are adapted for them. Exergames and interactivegames have been shown to encourage physical activity, however,those games are not always developed for people with mobilityimpairments. Exergames aims to combine exercise and digitalgaming. The purpose of this study is to investigate what settingoptions should be available on exergames for people withmovement impairments to feel that it is accessible. The study alsoaims to investigate how these setting options should be design andpresented to be as accessible as possible.The study is based on semi-structured interviews with people withmobility impairments. The interviews were divided into tworounds, the reason for this was to be able to focus on which settingoptions informants perceive as most important during the firstinterview. During the second interview, the focus was on howthese setting options should be designed and presented so thatthey would be as accessible as possible.The results showed that in order for people with movementimpairment to experience exergames and videogames asaccessible, they should be able to modify the game settings basedon their own needs and abilities. The setting options that do existshould be able to be changed at an individual level and let theplayer decide exactly how the settings should be. The results alsoshows that the most important part may not be how the settingoptions are designed, the most important parts is that the playerget information about what setting options there is and how theywork. And how these setting options are presented to the player. / Problemet som adresseras i denna studie är brist på tillgänglighetinom exergames för personer med rörelsenedsättning. Det kanvara svårt för dessa personer att fysiskt aktivera sig på grund avsvårigheter att få tillgång till träningsutrustning som är anpassadeför dem. Exergames och interaktiva spel har visat sig uppmuntratill fysisk aktivitet, dock är inte alltid de spelen utvecklade förpersoner med rörelsenedsättningar. Exergames syftar till attkombinera motion och digitalt spel. Syftet med denna studie är attundersöka vilka anpassningsmöjligheter som bör finnas påexergames för att personer med rörelsenedsättningar ska upplevaatt de är tillgängliga. Studien syftar även till att undersöka hur dessa anpassningsmöjligheter bör designas och presenteras för attvara så tillgängliga som möjligt.En kvalitativ studie med användarperspektiv genomfördes genomsemistrukturerade intervjuer med personer medrörelsenedsättningar. Intervjuerna delades upp i två omgångar föratt under första intervjun lägga fokuset på vilkaanpassningsmöjligheter som informanterna uppfattar är viktigast.Under andra intervjun låg fokuset på hur dessaanpassningsmöjligheter bäst kan designas och presenteras för attde ska vara så tillgängliga som möjligt.Resultatet visade att för att personer med rörelsenedsättningar skauppleva exergames och videospel som tillgängliga bör de hamöjlighet att anpassa spelet utifrån sina egna behov och förmåga.De anpassningsmöjligheter som finns bör kunna ändras påindividnivå och låta spelaren själv få bestämma exakt hur det skavara. Resultatet visar också att det viktigaste kanske inte är huranpassningsmöjligheterna designas, det viktigaste är att spelarnafår information över vilka anpassningsmöjligheter som finns ochhur de fungerar. Samt hur anpassningsmöjligheter presenteras förspelaren.
10

The impact of socio-cultural factors upon human-centred design in Botswana

Moalosi, Richie January 2007 (has links)
This thesis explores the relationship between culture and human-centred design in Botswana, a topic on which there is little previous research. The pinnacle of good product innovation is when it is grounded on sensitive cultural analysis of users' culture; however, it has been observed that designers have not yet been able to encode cultural phenomena to the same extent as cognitive and physical human factors. The study develops a theoretical framework of cultural analysis, comparing traditional with contemporary socio-cultural factors that can be applied to designing products. The content analysis method was used to extract and synthesise traditional and contemporary socio-cultural factors from Botswana's cultural sources. An experimental study was undertaken in Botswana to investigate how socio-cultural factors can be integrated in product design, and the participants' challenge was to transfer and apply these into product features that reflect Botswana's culture. This data was analysed using the qualitative method of textual and visual content analysis. A culture-orientated design model has been proposed to assist designers to consciously integrate culture in their design practice. The framework demonstrates how to specify, analyse and integrate socio-cultural factors in the early stages of the design process by advancing local thought, content and solutions. It advances a new approach to design education, theory, research and practice. It emerged that culture can be used as a resource of information and a source of inspiration for product innovation that connects with users' traditions. The research findings show that culture-orientated products have meaningful content that reflects users' lifestyles as well as providing them with symbolic personal, social and cultural values, and that these aspects facilitate product acceptance.

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