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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.
21

Using Design as a Tool:To Build a Visual Bridge for South Asian Students at U.S College Campus

Majaz, Junaid Ali 22 April 2020 (has links)
No description available.
22

Communicating Corporate Identity Through Form Attributes And Evaluating Visual Analogy Of Digital Cameras.

Cekceoglu, Engin 01 November 2006 (has links) (PDF)
The basic notion of this study is related with visual attributes of products which reflect the identity of the company as well as form and design consistency which is a factor forming corporate identity. The sub-notions of the topic are elaborated in the literature review. The efforts which aimed at finding out the distinguishing characteristics of products focused on certain sample products. Digital camera is selected for the field study. The objective of the study is to put evidence that firms can be distinguished from each other with the help of visual attributes of their products and to determine which factors are effective throughout this process.
23

A Computational Architecture Methodology For Design In Traditional Tissue: The Case Of Kalkan

Kutay, Karabag 01 September 2010 (has links) (PDF)
This study targets to address the problem of &#039 / new building in a traditional setting&#039 / , utilizing computational design tools. The intention is to provide a methodology for analysis of architectural features of a traditional tissue and moreover propose computational design strategies utilizing algorithms for processing analytical data serving new building design. In the introduction part, this goal is exposed as well as a critic discussion based on a conservationist perspective for contemporary examples of computational design. Contemporary digital tools and methods employed in the field of architecture are discussed with a focus on algorithmic approaches, followed by a brief history for utilization of computational tools and digital design philosophy in the following chapter. Moreover organic architecture is discussed as a complex entity composed of integral elements and their relations, as well as the designer
24

The Negative Effects Of Technology-driven Design On User-product Interaction And Product Usability

Gultekin, Pelin 01 May 2004 (has links) (PDF)
In the last decades, the rapid change and prevalent use of technology are concerning, as they induced effects which mainly altered various encompassing contexts like consumer market dynamics and product development processes. Evidently, these transformations also affect the way users interact with products. It is observed that, technological novelties are applied in the competitive market as a tool for product differentiation. In addition, the rapid development of these technologies is a dominating factor on shortening product lifecycles. Resulting from these two factors, implementing latest technologies in new products is interpreted by producers as an absolute way of achieving market success. Consequently, most of the products in everyday life are designed with a primary aim to implement latest technological advances, without appropriate consideration of user requirements and characteristics. The phenomenon has negative consequences on product usability. This study basically examines the usability problems that are related with digital technology impelementations in consumer products. The evaluations are based on the contexts such as: changes in contemporary market conditions with the effects of the recent technological developments, technology-driven approaches in product development processes and the transformative consequences of digital technology applications on user-product interaction. Literature surveys are employed as method. Finally, interaction characteristics of digital products and the contexts in which they are used are evaluated and it is argued that, the usability problems are due to the deficiency in evaluations of user characteristics and requirements during the product development processes, in general terms.
25

Invigorate a vital part of the digital world: designing play activities with digital animals

Zhou, Heran 10 November 2022 (has links)
No description available.
26

Design de interação nos games: projetar como operação tradutora para a comunicação ser humano-máquina

Braga, Alexandre Santaella 12 May 2010 (has links)
Made available in DSpace on 2016-04-26T18:18:33Z (GMT). No. of bitstreams: 1 Alexandre Santaella Braga.pdf: 8065630 bytes, checksum: 5fa997c61f83ac2b1c9528640700b1d7 (MD5) Previous issue date: 2010-05-12 / This research is turned to one of the most crucial questions of digital design that, as I see it, is concerned with the problem of interactivity. It is not casual that this has been the great and most repeated subject when communication design is in focus. Interaction design in digital media is a process in which a tool is planned in order to give support to some task, so that an efficient communication between user and machine can occur. Being the design of a tool, there should be a concern about the object being functional and adequate to usage. At the same time it has to be appealing in the sense of causing pleasurable visual, cognitive and emotional sensations. In design my emphasis goes to the process of production: which are the factors that have to be taken into account for the realization of an interaction design? This is the main problem of this research which directed the goals of this work toward the systematization of these factors. I believe that game design is the one which takes further the factors that are implicated in an interaction design. This presupposes the question of interfaces which, in this context, means the communicative negotiable space without which a game could not happen. An interface is the more effective the more is is able to produce an immediate decodification of the signs which are capable of inciting action, that is, the game mechanics. Hence, interaction is thought of as the form by which the user becomes not only a user but a player, someone who acts with the sensation that something is at stake and the results of the interactions may create an emotional approximation. My hypothesis is that an interaction design is not merely a representation or transposition from a physical to a simulated reality. Much more complex than this, the designer has to make a translation of the physical actions to be accomplished in the simulated environment. This operation is necessarily an intersemiotic operation (Plaza, 1987), since it involves a set of systems of signs in a hybrid language such as hypermedia. The theories which give support to this work are the ones that discuss the general question of interactivity, such as Steven Johnson (2001), Jenny Preece (2005), Allan Cooper et al. (2007), Goodwin (2009). Specific theories in the field of games are Tracy Fullerton (2004), Jesper Juul (2004) e Jesse Schell (2008). These found my hypothesis that the process of interaction in digital design is a special type of communication act which is manifested as a result of the desiger translation of actions that are realized in a physical environment. This communication process is special because it presupposes that the design is able to incite action. Hence a communication process that is resolved in the immediate action of the player. The methodology is based on the theoretical concepts, which were tested in my experience with games and my teaching activity turned to game design along the years. All this converged to the thesis that is defended in this work which conceives of interaction design as an operation of translation / A presente pesquisa está voltada para uma das questões mais cruciais do design digital que, a nosso ver, se coloca no problema da interatividade. Não por acaso, este tem sido o grande tema, invariavelmente repetido, quando se fala da comunicação digital. O design de interação em mídias digitais é um processo no qual se projeta uma ferramenta para dar suporte a alguma tarefa, de forma que ocorra a comunicação eficaz entre usuário e máquina. Por ser o design de uma ferramenta, há uma preocupação com que o objeto seja funcional e adequado ao uso, ao mesmo tempo em que possa ser fruido no sentido de causar sensações prazerosas, sejam elas visuais, cognitivas ou emocionais. Dentro do design, colocamos ênfase no processo de produção: quais são os fatores que devem ser levados em conta para a realização de um design de interação? Eis o problema que esta pesquisa se colocou, direcionando os objetivos do trabalho para a sistematização desses fatores. Acreditamos que o design de games é aquele que leva mais longe os fatores implicados na realização de um design de interação. Este pressupõe a questão da interface que, nesse contexto, significa o espaço de negociação comunicacional, sem o qual o jogo não poderia acontecer. A interface é tanto mais eficaz quanto mais conseguir produzir a imediata decodificação dos signos capazes de incitar a ação, ou seja, a mecânica do jogo. Assim, a interação é pensada como a forma com que o interator se torna, além de um usuário, um jogador, que realiza a sua ação com a sensação de que há algo em jogo e os resultados de suas interações possam criar uma aproximação emocional. Para que isso aconteça, nossa hipótese é a de que a realização de um design de interação para games não é simplesmente uma representação ou transposição de uma realidade física para uma realidade simulada. Bem mais complexo do que isso, trata-se do designer realizar uma operação tradutora, de ações físicas para ações a serem realizadas nos ambientes simulados. Essa operação é necessariamente intersemiótica (Plaza 1987), pois envolve um conjunto de sistemas de signos numa linguagem híbrida como a hipermídia. As teorias que dão suporte ao trabalho são aquelas que discutem a questão geral da interatividade, tais como Steven Johnson (2001), Jenny Preece (2005), Allan Cooper et al. (2007), Goodwin (2009). Teorias específicas na área de games são Tracy Fullerton (2004), Jesper Juul (2004) e Jesse Schell (2008). Estas embasam nossa hipótese de que o processo de interação em ambiente digital é um tipo especial de ação comunicacional que se manifesta como resultado de uma tradução realizada pelo designer de ações efetuadas no ambiente físico. O processo de comunicação é especial porque pressupõe que o design seja capaz de incitar a ação. Trata-se, portanto, de uma comunicação que deve se resolver na ação imediata do jogador. A metodologia está calcada nos conceitos teóricos, devidamente testados na experiência que brotou tanto da intimidade com a realização prática do design, quanto da convivência com os games e, sobretudo, da atividade docente voltada, ao longo dos anos, justamente para a questão do design de games. Tudo isso conflui para a tese defendida neste trabalho que concebe o design de interação como operação tradutora
27

Blogues: debates sobre três perspectivas e desenvolvimento do fenômeno no Brasil

Felitti, Guilherme 04 December 2009 (has links)
Made available in DSpace on 2016-04-29T14:23:52Z (GMT). No. of bitstreams: 1 Guilherme Felitti.pdf: 1736880 bytes, checksum: 6336b05f3293c14670a708271d9fa9e8 (MD5) Previous issue date: 2009-12-04 / The popularization of the blogs from their beginning in 1996 until today, attracting profiles of users besides enthusiasts and technology professionals, presents to us new kinds of applications of the platform that surpass the initial definitions of link filters or personal diaries on the internet. This research intends to review the main basic concepts about blogs, to indicate common points to the different platform applications. The first chapter will explore blogs under three prisms: structural, explaining the tools that the available services nowadays offer; practical, exploring which habits come from the appropriation of the tools; and the conversations, with blogs hosting dialogues highly fragmented and infinitely expansible. The second chapter will retake the classification of the blogs as a genre to indicate the necessity of seeing them as language, presenting suggestions for a model of a more precise and discerning definition. The third chapter will explore the development of the blogs in United States and in Brazil, in a comparison that intends to highlight common points and differences in their development in both countries. The fourth chapter will analyze three Brazilian case studies and it is focused in their capacities to attract and interact with their communities / A popularização dos blogues do seu surgimento em 1996 até os dias de hoje, atraindo perfis de usuários além dos entusiastas e profissionais de tecnologia, nos apresenta novos tipos de aplicações da plataforma que extrapolam as definições iniciais de filtros de links ou diários pessoais na internet. Esta pesquisa pretende passar em revisão os principais conceitos básicos sobre os blogues, para indicar pontos comuns às diferentes aplicações da plataforma. O primeiro capítulo explorará os blogues sob três prismas: o estrutural, explicando as ferramentas que os serviços atualmente disponíveis oferecem; o da prática, explorando que tipos de hábitos são desdobramentos da apropriação das ferramentas; e o das conversações, com os blogues hospedando diálogos altamente fragmentados e infinitamente expansíveis. O segundo capítulo retomará a classificação dos blogues como gênero para argumentar a necessidade de encará-los como linguagem, apresentando sugestões para um modelo de tipificação mais preciso e criterioso. Já o terceiro explorará o desenvolvimento dos blogues nos Estados Unidos e no Brasil, em comparação que pretende destacar semelhanças e diferenças em seu desenvolvimento nos dois países. O quarto capítulo analisará três estudos de casos brasileiros e é focado em suas capacidades de atraírem e interagirem com suas comunidades
28

Gps Based Altitude Control Of An Unmanned Air Vehicle Using Digital Terrain Elevation Data

Atac, Selcuk 01 June 2006 (has links) (PDF)
In this thesis, an unmanned air vehicle (UAV) is used to develop a prototype base test platform for flight testing of new control algorithms and avionics for advanced UAV system development applications. A control system that holds the UAV at a fixed altitude above the ground is designed and flight tested. Only the longitudinal motion of the UAV is considered during the controller design, hence its lateral motions are controlled manually by a remote control unit from the ground. UAV&amp / #8217 / s altitude with respect to the mean sea level and position are obtained by an onboard global positioning system (GPS) and this information is transmitted to the ground computer via radio frequency (RF) communication modules. The altitude of the UAV above the ground is calculated by using the digital terrain elevation data (DTED). A controller is designed and its gains are tuned to maintain this flight altitude at a desired value by using the mathematical model developed to represent the longitudinal dynamics of the UAV. Input signals generated by the controller for elevator deflections are transmitted back to the UAV via RF communication modules to drive onboard servomotors to generate desired elevator deflections. All controller computations and RF communications are handled by a MATLAB&reg / based platform on a ground computer. UAV flight tests are carried out at two different autopilot modes / namely, mean sea level (MSL) altitude hold mode and above ground level (AGL) altitude hold mode. The developed platform worked properly during flight tests and proved to be reliable in almost every condition. Moreover, the designed controller system is demonstrated to be effective and it fulfills the requirements.
29

Designing Digital Nudges to Encourage Sustainable Decisions : Developing and Testing a Framework

Bertheim, Jane January 2018 (has links)
The awareness of environmental impacts lead to that organizations are starting to work towards UN's global sustainability goals. To influence customers into a more sustainable behaviour, organizations have the potential to look at nudging as a tool. A nudge is a way to alter peoples behaviour into taking a certain decision. However, since many organizations offer their service or product in the digital environment, such as websites or apps, increased knowledge of digital nudging is required. This thesis aims to establish a framework for how nudges should be designed and used on digital platforms to encourage sustainable decisions. The purpose is to enlighten designers of digital environment of the potential of nudges, pitfalls to avoid, and a general design process to follow. The framework is based on a literature study and interviews with people familiar with the concept of nudging. To examine how the framework works a case study is performed, this includes a workshop, performing a user research, developing prototypes and finally, conduct user tests. By testing the framework further methods could be found, this meant that more practical steps could be included in the framework. The result of this thesis shows that the framework proved to be useful and functional to use when designing digital nudges to encourage sustainable decisions.
30

Evoluční přístup k syntéze a optimalizaci běžných a polymorfních obvodů / Evolutionary Approach to Synthesis and Optimization of Ordinary and Polymorphic Circuits

Gajda, Zbyšek Unknown Date (has links)
Tato disertační práce se zabývá evolučním návrhem a optimalizací jak běžných, tak polymorfních digitálních obvodů. V práci jsou uvedena a vyhodnocena nová rozšíření kartézského genetického programování (Cartesian Genetic Programming, CGP), která umožňují zkrácení výpočetního času a získávání kompaktnějších obvodů. Další část práce se zaměřuje na nové metody syntézy polymorfních obvodů. Uvedené metody založené na polymorfních binárních rozhodovacích diagramech a polymorfním multiplexovaní rozšiřují běžné reprezentace digitálních obvodů, a to s ohledem na začlenění polymorfních hradel. Z důvodu snížení počtu hradel v obvodech syntetizovaných uvedenými metodami je provedena evoluční optimalizace založená na CGP. Implementované polymorfní obvody, které jsou optimalizovány s využitím CGP, reprezentují nejlepší známá řešení, jestliže je jako cílové kritérium brán počet hradel obvodu.

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