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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.
81

A Design Space Exploration of Creative Concepts for Care Robots: Questioning the Differentiation of Social and Physical Assistance

Hornecker, Eva, Graf, Philipp, Bischof, Andreas, Zarp, Christian Sønderskov, Kollakidou, Avgi, Schulte, Britta, Marchetti, Emanuela, Lefeuvre, Kevin Bruno Fabien, Gohlke, Kristian, Naik, Lakshadeep, Franzkowiak, Lena, Krüger, Norbert, Palinko, Oskar, Sattler, Wolfgang 19 December 2022 (has links)
In an interdisciplinary project, creative concepts for care robotics were developed. To explore the design space that these open up, we discussed them along the common differentiation of physical (effective) and social-emotional assistance. Trying to rate concepts on these dimensions frequently raised questions regarding the relation between the social-emotional and the physical, and highlighted gaps and a lack of conceptual clarity. We here present our design concepts, report on our discussion, and summarize our insights; in particular we suggest that the social and the physical dimension of care technologies should always be thought of and designed as interrelated.
82

[pt] PAPEL DO DESIGN NA ENGENHARIA DE TECIDOS: POSSÍVEIS APLICAÇÕES NA BIOIMPRESSÃO 3D / [en] ROLE OF DESIGN IN TISSUE ENGINEERING: POSSIBLE APPLICATIONS IN 3D BIOPRINTING

MARIO RICARDO DA SILVA LIMA 14 September 2023 (has links)
[pt] A tecnologia de bioimpressão 3D se tornou um importante recurso em pesquisas médicas no campo da engenharia de tecidos. Entretanto, apesar de essa tecnologia possuir grande convergência e demanda de competências do Design, o profissional designer ainda se encontra distante de tais trabalhos. Esta tese promove a investigação do papel que o Design pode desempenhar em pesquisas envolvendo o uso da bioimpressão 3D. A partir da revisão bibliográfica inicial e da compreensão acerca dos temas da engenharia de tecidos e de biomateriais, foram estabelecidas parcerias visando à execução de uma série de experimentos práticos. A partir da construção de uma bioimpressora desktop e posterior aquisição de uma bioimpressora profissional, foram realizados testes de configuração, calibragem e impressão de diferentes materiais viscosos, para uma melhor compreensão do processo de impressão dos biomateriais. Em parceria com o doutor Ronaldo Andrade, paralelamente se buscou solucionar a questão de simulação prática em treinamentos médicos, visando gerar modelos físicos semelhantes aos tecidos vivos. Por meio de uma parceria com o Grupo de Estudos do Fígado/UFRJ, e com o laboratório do Programa de Engenharia Nuclear, da COPPE/UFRJ, utilizou-se a microtomografia para gerar modelos tridimensionais virtuais que serviram de base para um software de visualização e para a impressão 3D de um fígado de rato. Da parceria com as pesquisadoras Sara Gemini e Jéssica Dornelas, foi possível realizar a impressão de construtos com esferóides celulares e a posterior análise via microscopia. Em nova rodada de experimentos, a biotinta desenvolvida foi aperfeiçoada e testada em diferentes formulações. Além de buscar avanços nos campos investigados, a presente tese buscar mostrar o papel interdisciplinar do Design e seu potencial agregador em pesquisas na área da Ciências Médicas e Biológicas, fugindo do lugar-comum em que o profissional muitas vezes é colocado. / [en] 3D bioprinting technology has become an important resource in medical research, in the field of tissue engineering. However, although this technology has great convergence and demand for skills that Design has, the designer is far from such works. Thisthesis promotesthe investigation of the role that Design can play in researches on the use of 3D bioprinting. From the preliminary bibliographic review and understanding of tissue engineering and biomaterials topics, partnerships were formed in order to develop a series of practical experiments. From the construction of a desktop bioprinter and subsequent acquisition of a professional bioprinter, configuration, calibration and printing tests of different viscous materials were carried out for a better understanding of the printing process of biomaterials. In partnership with Dr. Ronaldo Andrade, an attempt was also made to solve the issue of practical simulation in medical training, with a view to generating physical models similar to living tissue. Through a partnership with the Grupo de Estudos do Fígado/UFRJ, and the laboratory of the Nuclear Engineering Program at COPPE/UFRJ, microtomography was used to generate virtual three-dimensional models that served as the basis for a software for visualization and 3D printing of a mouse liver. In partnership with researchers Sara Gemini and Jéssica Dornelas, it was possible to print constructs with cellular spheroids and subsequently analyze them via microscopy. In a new round of experiments, the developed bioink was improved and tested in different formulations. In addition to seeking advances in the investigated fields, this thesis seeks to show the interdisciplinary role of Design and its aggregating potential in research in the Medical and Biological Sciences areas, escaping the commonplace in which the professional is often placed.
83

Citation Context Analysis of Theory Use in Instructional Design and Technology Academic Articles

Gentry, Wendy Ann 03 November 2016 (has links)
Citations allow researchers to define relationships across articles and develop arguments by building on the work of others. This study explores citation of theory symbols in Instructional Design and Technology (IDT) academic articles. The term theory symbol is used to define a concept that, after its original publication, is subsequently incorporated by later writers through citation. Exploring the citation history of the seminal publications makes it possible to trace theory symbol use over time and thus to trace its dissemination in the field. A typology of theory symbol use in IDT academic publication is developed through a citation context analysis (CCA) of a sample of articles published in Educational Technology Research and Development (ETRD) and its predecessor journals (1953–2012) which incorporate theory symbols through citation. This analysis contributes to an understanding of how theory has shaped IDT disciplinary knowledge and augments discourse analysis and bibliometrics by examining the context in which theory is incorporated into academic publication. / Ph. D.
84

Processo para a seleção de materiais têxteis aplicada ao projeto de calçados com ênfase em atributos visuais e táteis de superfícies

Rosa, Daiana Ruschel January 2017 (has links)
Aspectos relacionados à percepção cognitiva do homem têm sido cada vez mais considerados em projetos de produtos e nos processos de seleção de materiais. Em especial, a seleção de materiais têxteis configura uma tarefa de alta complexidade tanto devido a aspectos técnicos, quanto a aspectos percebidos através dos sentidos. Por isso, esta pesquisa objetiva contribuir com a seleção de materiais têxteis para uso em calçados, através da proposição de um processo sistematizado. O presente estudo integra atributos percebidos de maneira visual e tátil a partir de superfícies de materiais e qualidades percebidas de produtos, encontrados em bibliografia especializada, a uma escala de diferencial semântico. Em etapa posterior, através de teste piloto com designers e especialistas e utilizando os dados coletados por meio de observação direta e questionários, este conteúdo foi avaliado de maneira qualitativa, gerando o referido processo, que utiliza a lista de atributos para a classificação de materiais têxteis para uso no PDP. Como resultado, é proposto um processo industrial patenteado, amparado por uma ferramenta que viabiliza a classificação de materiais têxteis, para uso específico no projeto de calçados. / Aspects related to the cognitive perception of man have been increasingly considered in product designs and materials selection processes. The selection of textile materials constitutes a task of high complexity both due to technical aspects and to aspects perceived through the senses. From this, this research aims to contribute with the selection of textile materials for use in footwear, through the proposition of a systematized process. For this, the present study integrates visually and tactile perceived attributes from material surfaces and perceived qualities of products, found in specialized bibliography, on a semantic differential scale. In a later stage, through a pilot test with designers and specialists and using data collected through direct observation and questionnaires, this content was evaluated in a qualitative way, generating the said process, which uses the list of attributes for the classification of textile materials for use in the PDP. As a result, a patented industrial process is proposed, supported by a tool that enables the classification of textile materials for specific use in shoe design.
85

A probabilistic and multi-objective conceptual design methodology for the evaluation of thermal management systems on air-breathing hypersonic vehicles

Ordaz, Irian 18 November 2008 (has links)
This thesis addresses the challenges associated with thermal management systems (TMS) evaluation and selection in the conceptual design of hypersonic, air-breathing vehicles with sustained cruise. The proposed methodology identifies analysis tools and techniques which allow the proper investigation of the design space for various thermal management technologies. The design space exploration environment and alternative multi-objective decision making technique defined as Pareto-based Joint Probability Decision Making (PJPDM) is based on the approximation of 3-D Pareto frontiers and probabilistic technology effectiveness maps. These are generated through the evaluation of a Pareto Fitness function and Monte Carlo analysis. In contrast to Joint Probability Decision Making (JPDM), the proposed PJPDM technique does not require preemptive knowledge of weighting factors for competing objectives or goal constraints which can introduce bias into the final solution. Preemptive bias in a complex problem can degrade the overall capabilities of the final design. The implementation of PJPDM in this thesis eliminates the need for the numerical optimizer which is required with JPDM in order to improve upon a solution. In addition, a physics-based formulation is presented for the quantification of TMS safety effectiveness corresponding to debris impact/damage and how it can be applied towards risk mitigation. Lastly, a formulation loosely based on non-preemptive Goal Programming with equal weighted deviations is provided for the resolution of the inverse design space. This key step helps link vehicle capabilities to TMS technology subsystems in a top-down design approach. The methodology provides the designer more knowledge up front to help make proper engineering decisions and assumptions in the conceptual design phase regarding which technologies show greatest promise, and how to guide future technology research.
86

Factors affecting fourth form girls' participation and achievement in design and technology subjects in selected secondary schools of Zimbwabwe : a case study exploration : a thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Education at Massey University, Palmerston North, New Zealand

Chimwayange, Christopher Crispen January 2005 (has links)
Paging jumps from viii to xi. / National calls for equality of opportunity have not been matched by reciprocal responses by girls to participate and achieve in design and technology subjects in Zimbabwean secondary and high schools. Current levels of girls' participation and achievement are of national concern. The study found that fourth form girls' low design and technology subjects enrolment and limited success have ensured a near all-male environment resulting in personal career progression limitations for girls and a gender segregated national socioeconomic society. It is acknowledged that outside Zimbabwe, models of student subject participation and achievement have been studied in the past resulting in the implementation of various motivational and retention strategies. Whilst accepting that girls' decisions concerning participation and achievement-related choices for or against design and technology subjects are individual and complex, some complex and interrelated contributory factors are explored. These are carried out in the context of Zimbabwe in this case study research which involved eight secondary schools of four different types targeting 321 fourth form girls, 26 design and technology subject teachers, eight principals, eight families and two education officers. The eclectic data collection approach chosen for the study relied on multiple sources of information being collected using a variety of techniques such as the student questionnaire, focus group interviews, in-depth interviews, lesson observations, and document and content analysis. The effects of various overt and covert forms of home and school processes of difference, inequality and oppression were explored in the data and how these have affected fourth form girls' design and technology subjects participation and achievement-related decisions. In particular, the effects of home and school contextual and climatic factors have been found to largely militate against girls' 'fit' with design and technology subjects culture, staff and workshop environment. A model involving the student and school contextual and climatic dimensions, to explain girls' participation and achievement perspectives is suggested and explained encompassing sociological, psychological and gender perspectives. Findings in this study contribute to an understanding of girls' participation and achievement processes in design and technology subjects in the African context, a dimension that has been largely missing from mainstream debates on the subject.
87

Potencializando a experiência da criança de educação infantil através da interface gráfica no ambiente TVDi

Demarchi, Gustavo Scussel January 2015 (has links)
A presente pesquisa pretende demonstrar como o design, por meio do conhecimento das características cognitivas e psicológicas de crianças de educação infantil (idade entre quatro e cinco anos, de acordo com o MEC), frente às possibilidades tecnológicas do ambiente da TV Digital Interativa (TVDi) pode gerar diretrizes projetuais que permitam o desenvolvimento de aplicativos e que venham a auxiliar a construção de experiências mais ativas a esses usuários. Supõe-se que através da criação e sincronização desses elementos, se pode proporcionar o desenvolvimento de interfaces gráficas amigáveis (IGA´s) mais eficientes na construção do conhecimento. A pesquisa advém da necessidade de projetar aplicativos que utilizem de forma mais eficaz as possibilidades interativas, bem como contribuir com iniciativas que permitam o uso da TVDi como ferramenta de inclusão tecnológica e social. Esse cenário de pesquisa apresenta-se propício ao se verificar a abrangência da TV nos lares brasileiros, bem como a conversão definitiva do sinal analógico para digital, que ocorrerá até o ano de 2018. A investigação teórica relata os impactos na relação entre a criança e televisão a partir de estudos conduzidos ao longo dos anos, e busca entender como a informação é percebida por usuários nessa faixa etária, bem como estabelecer a abordagem narrativa mais adequada a esse usuário. Essa fase gerou diretrizes que embasaram o instrumento de coleta de dados por meio da pesquisa de campo, conduzidas a partir de entrevistas com especialistas das áreas de psicopedagogia, narrativa e design. A interpretação dos dados através do confronto proveniente da pesquisa teórica e prática dessas áreas do conhecimento geraram diretrizes de projeto de interface que tiveram a comprovação de sua eficácia em sua aplicabilidade por meio da avaliação em atividade de grupo focal, formado por especialistas da área do design. Essa etapa final da pesquisa resultou em um conjunto de diretrizes capazes de auxiliar desenvolvedores e projetistas a potencializarem a experiência da criança em educação infantil através da interatividade nos ambientes digitais. Finaliza-se com conclusões e contribuições e sugestões para futuros estudos. / This research aims to demonstrate how the design, through the knowledge of cognitive and psychological characteristics of childhood education (ages four and five, according to the Brazil’s Ministry of Education), toward to the environment of the technological capabilities of the Interactive Digital TV (iDTV), can generate projective guidelines that enable the development of applications which will help to build more active experiences for those users. It is assumed that through the creation and synchronization of these, it can provide the development of friendly graphical user interfaces (IGA's) more efficient in the construction of knowledge. The research comes from the need to design applications that use more effectively the interactive possibilities and contribute to effort to enable the use of iDTV as technological and social inclusion tool. This scenario research presents conducive to verify the scope of TV in Brazilian homes, and the final conversion of the analog signal to digital, which will occur by the year 2018. The theoretical research reports the impacts on the relationship between the child and television from studies conducted over the years, and seeks to understand how information is perceived by users in this age group and also to establish the most appropriate narrative approach to this user. This phase generated guidelines which supported the data collection instrument through field research, conducted through interviews with experts in educational psychology, narrative and design areas. Interpretation of the data through the coming confrontation of theoretical and practical research of these areas of knowledge generated interface design guidelines that had the evidence of its effectiveness in its applicability through the evaluation focus group activity, comprising the area of design experts. This final stage of the study resulted in a set of guidelines that can assist developers and designers potentiating the child's experience in early childhood education through interactivity in digital environments. The research ends with conclusions, contributions and suggestions for future studies.
88

Processo para a seleção de materiais têxteis aplicada ao projeto de calçados com ênfase em atributos visuais e táteis de superfícies

Rosa, Daiana Ruschel January 2017 (has links)
Aspectos relacionados à percepção cognitiva do homem têm sido cada vez mais considerados em projetos de produtos e nos processos de seleção de materiais. Em especial, a seleção de materiais têxteis configura uma tarefa de alta complexidade tanto devido a aspectos técnicos, quanto a aspectos percebidos através dos sentidos. Por isso, esta pesquisa objetiva contribuir com a seleção de materiais têxteis para uso em calçados, através da proposição de um processo sistematizado. O presente estudo integra atributos percebidos de maneira visual e tátil a partir de superfícies de materiais e qualidades percebidas de produtos, encontrados em bibliografia especializada, a uma escala de diferencial semântico. Em etapa posterior, através de teste piloto com designers e especialistas e utilizando os dados coletados por meio de observação direta e questionários, este conteúdo foi avaliado de maneira qualitativa, gerando o referido processo, que utiliza a lista de atributos para a classificação de materiais têxteis para uso no PDP. Como resultado, é proposto um processo industrial patenteado, amparado por uma ferramenta que viabiliza a classificação de materiais têxteis, para uso específico no projeto de calçados. / Aspects related to the cognitive perception of man have been increasingly considered in product designs and materials selection processes. The selection of textile materials constitutes a task of high complexity both due to technical aspects and to aspects perceived through the senses. From this, this research aims to contribute with the selection of textile materials for use in footwear, through the proposition of a systematized process. For this, the present study integrates visually and tactile perceived attributes from material surfaces and perceived qualities of products, found in specialized bibliography, on a semantic differential scale. In a later stage, through a pilot test with designers and specialists and using data collected through direct observation and questionnaires, this content was evaluated in a qualitative way, generating the said process, which uses the list of attributes for the classification of textile materials for use in the PDP. As a result, a patented industrial process is proposed, supported by a tool that enables the classification of textile materials for specific use in shoe design.
89

Processo para a seleção de materiais têxteis aplicada ao projeto de calçados com ênfase em atributos visuais e táteis de superfícies

Rosa, Daiana Ruschel January 2017 (has links)
Aspectos relacionados à percepção cognitiva do homem têm sido cada vez mais considerados em projetos de produtos e nos processos de seleção de materiais. Em especial, a seleção de materiais têxteis configura uma tarefa de alta complexidade tanto devido a aspectos técnicos, quanto a aspectos percebidos através dos sentidos. Por isso, esta pesquisa objetiva contribuir com a seleção de materiais têxteis para uso em calçados, através da proposição de um processo sistematizado. O presente estudo integra atributos percebidos de maneira visual e tátil a partir de superfícies de materiais e qualidades percebidas de produtos, encontrados em bibliografia especializada, a uma escala de diferencial semântico. Em etapa posterior, através de teste piloto com designers e especialistas e utilizando os dados coletados por meio de observação direta e questionários, este conteúdo foi avaliado de maneira qualitativa, gerando o referido processo, que utiliza a lista de atributos para a classificação de materiais têxteis para uso no PDP. Como resultado, é proposto um processo industrial patenteado, amparado por uma ferramenta que viabiliza a classificação de materiais têxteis, para uso específico no projeto de calçados. / Aspects related to the cognitive perception of man have been increasingly considered in product designs and materials selection processes. The selection of textile materials constitutes a task of high complexity both due to technical aspects and to aspects perceived through the senses. From this, this research aims to contribute with the selection of textile materials for use in footwear, through the proposition of a systematized process. For this, the present study integrates visually and tactile perceived attributes from material surfaces and perceived qualities of products, found in specialized bibliography, on a semantic differential scale. In a later stage, through a pilot test with designers and specialists and using data collected through direct observation and questionnaires, this content was evaluated in a qualitative way, generating the said process, which uses the list of attributes for the classification of textile materials for use in the PDP. As a result, a patented industrial process is proposed, supported by a tool that enables the classification of textile materials for specific use in shoe design.
90

Potencializando a experiência da criança de educação infantil através da interface gráfica no ambiente TVDi

Demarchi, Gustavo Scussel January 2015 (has links)
A presente pesquisa pretende demonstrar como o design, por meio do conhecimento das características cognitivas e psicológicas de crianças de educação infantil (idade entre quatro e cinco anos, de acordo com o MEC), frente às possibilidades tecnológicas do ambiente da TV Digital Interativa (TVDi) pode gerar diretrizes projetuais que permitam o desenvolvimento de aplicativos e que venham a auxiliar a construção de experiências mais ativas a esses usuários. Supõe-se que através da criação e sincronização desses elementos, se pode proporcionar o desenvolvimento de interfaces gráficas amigáveis (IGA´s) mais eficientes na construção do conhecimento. A pesquisa advém da necessidade de projetar aplicativos que utilizem de forma mais eficaz as possibilidades interativas, bem como contribuir com iniciativas que permitam o uso da TVDi como ferramenta de inclusão tecnológica e social. Esse cenário de pesquisa apresenta-se propício ao se verificar a abrangência da TV nos lares brasileiros, bem como a conversão definitiva do sinal analógico para digital, que ocorrerá até o ano de 2018. A investigação teórica relata os impactos na relação entre a criança e televisão a partir de estudos conduzidos ao longo dos anos, e busca entender como a informação é percebida por usuários nessa faixa etária, bem como estabelecer a abordagem narrativa mais adequada a esse usuário. Essa fase gerou diretrizes que embasaram o instrumento de coleta de dados por meio da pesquisa de campo, conduzidas a partir de entrevistas com especialistas das áreas de psicopedagogia, narrativa e design. A interpretação dos dados através do confronto proveniente da pesquisa teórica e prática dessas áreas do conhecimento geraram diretrizes de projeto de interface que tiveram a comprovação de sua eficácia em sua aplicabilidade por meio da avaliação em atividade de grupo focal, formado por especialistas da área do design. Essa etapa final da pesquisa resultou em um conjunto de diretrizes capazes de auxiliar desenvolvedores e projetistas a potencializarem a experiência da criança em educação infantil através da interatividade nos ambientes digitais. Finaliza-se com conclusões e contribuições e sugestões para futuros estudos. / This research aims to demonstrate how the design, through the knowledge of cognitive and psychological characteristics of childhood education (ages four and five, according to the Brazil’s Ministry of Education), toward to the environment of the technological capabilities of the Interactive Digital TV (iDTV), can generate projective guidelines that enable the development of applications which will help to build more active experiences for those users. It is assumed that through the creation and synchronization of these, it can provide the development of friendly graphical user interfaces (IGA's) more efficient in the construction of knowledge. The research comes from the need to design applications that use more effectively the interactive possibilities and contribute to effort to enable the use of iDTV as technological and social inclusion tool. This scenario research presents conducive to verify the scope of TV in Brazilian homes, and the final conversion of the analog signal to digital, which will occur by the year 2018. The theoretical research reports the impacts on the relationship between the child and television from studies conducted over the years, and seeks to understand how information is perceived by users in this age group and also to establish the most appropriate narrative approach to this user. This phase generated guidelines which supported the data collection instrument through field research, conducted through interviews with experts in educational psychology, narrative and design areas. Interpretation of the data through the coming confrontation of theoretical and practical research of these areas of knowledge generated interface design guidelines that had the evidence of its effectiveness in its applicability through the evaluation focus group activity, comprising the area of design experts. This final stage of the study resulted in a set of guidelines that can assist developers and designers potentiating the child's experience in early childhood education through interactivity in digital environments. The research ends with conclusions, contributions and suggestions for future studies.

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