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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

Package-Features fuer die Kommunikation in den fruehen Phasen der Automobilentwicklung

30 May 2001 (has links) (PDF)
No description available.
2

What key design features can be identified in creating a tool/game for helping children open up about sexual abuse through the collaboration with health care professionals?

Andersson, Moa January 2019 (has links)
What key design features can be identified in creating a tool/game for helping children open up about sexual abuse through the collaboration with health care professionals? In today’s society, sexual abuse of children is a real and common occurrence. This research will explore what role interactive media can play in helping children open up about abuse as well as identify 11 key design features for designing such a tool. To do so, the participatory method (Simon 2010) will be utilized throughout the design process, based on the collaboration with health care professionals to ensure as relevant and applicable design features as possible. The result of this study are the first iterations of designing this tool as well as the 11 key features that were identified with the help of health care professionals’ expertise.
3

Cultural impacts on web : an empirical comparison of interactivity in websites of South Korea and the United Kingdom

Kim, Inhwa January 2013 (has links)
This thesis explores cultural differences on interactive design features used in websites of South Korea and the United Kingdom from the perspective of both: professional website designers and end-users. It also investigates how the use of interactive design features from different cultures change over time. Four interaction types on websites; User to Interface (U2I), User to Content (U2C), User to Provider (U2P), and User to User (U2U) interactivity, and three interaction types on blogs; Blogger to Interface (B2I), Blogger to Content (B2C) and Blogger to Blogger (B2B) interactivity have been identified. Four cultural dimensions were used for the theoretical base of this study based on which four hypotheses were proposed in relation to the interaction types identified above; (a) High versus Low Context cultures for U2I, (b) High versus Low Uncertainty Avoidance for U2C, (c) High versus Low Power Distance for U2P and (d) Individualism versus Collectivism for U2U interactivity, in order to discover the effects of national cultures on interactivity in websites. We derived our own interactivity dimensions and mapped them to the four interaction types for websites and three for blogs. Interactive design features were derived from interactivity dimensions and examined in our studies. The findings revealed that there have been some changes towards homogeneity in the use of interactive design features on charity websites between South Korea and United Kingdom although there is still evidence of some cultural differences. With regard to end-users’ perspective, the result show that the use of interactive design features of blogs may be influenced by culture but this is only within a certain context. The findings also provide a valuable indication that users interacting within the same blog service can be considered as being shared concerns rather than shared national location, thus create a particular type of community in which bloggers are affected by social influence so they adopt a shared set of value, preferences and style that would indicate almost a common social culture. As a result, the cultural differences derived from their country of origin do not have that much impact.
4

Vad förmedlar logotypen? : En designstudie / What does the logo communicate? : A design study

Takman, Linnea January 2022 (has links)
Idag väljer allt fler varumärken att förändra designen i sina logotyper, något som orsakat starka reaktioner hos konsumenterna. Genom logotypens visuella element, såsom färg och form, kan känslor, som bland annat hoppfullhet och förtroende, samt associationer till specifika föremål eller företeelser, framkallas hos konsumenterna. Därtill kan logotypens design även skapa positiva attityder som i sin tur kan smitta av sig på varumärket. Den här studien ämnar utforska potentiella konsumenters uppfattning om förändrade logotypers designegenskaper och element. Vidare ämnar studien att bygga en interaktiv miljö för att besvara studiens frågeställningar. Studien är genomförd med en kombination av en kvantitativ och en kvalitativ metod i form av en webbaserad designenkät. Webbenkäten innehåller en inledande interaktiv del som innefattar logotypdesignande. Därefter berörs både öppna (kvalitativa) och slutna (kvantitativa) frågor angående val av designelement och logotyper i förhållande till förtroende (attityd).  Resultaten visade att färger som grön, blå och gul med fördel kan användas i varumärkeslogotyper som berör miljö, hållbarhet och energi. Varumärken som befinner sig inom fordonsindustrin kan inkludera färger som blå, silver och svart i första hand, därefter grön och gul. Grön är mest fördelaktig i samband med varumärkeslogotyper som tillhandahåller musikstreamingtjänster, då associationer till musik är framträdande. För att förmedla känslor som exempelvis hoppfullhet, lugn, säkerhet, seriositet, förtroende, framtidstro, harmoni och positivitet kan blå och grön användas i logotypdesignen. För att framkalla ett större förtroende gentemot ett varumärke kan antingen en balans skapas, med hjälp av former, eller en logotypram implementeras. / Today, more and more brands are choosing to change the design of their logos, something that has caused strong reactions from consumers. Through the logo's visual elements (such as color and shape) emotions, such as hopefulness and confidence, as well as associations with specific objects or phenomena, can be evoked in consumers. In addition, the logo's design can also create positive attitudes that in turn can be transferred to the brand. This study aims to explore potential consumers' perceptions of the design properties and elements of changing logos. Furthermore, the study intends to build an interactive environment to answer the study's questions. The study was conducted with a combination of a quantitative and a qualitative method in the form of a web-based design survey. The web survey includes an introductory interactive part that includes logo design. Then, both open (qualitative) and closed (quantitative) questions regarding the choice of design elements and logos in relation to confidence (attitude) are presented.  The results showed that colors such as green, blue and yellow can be used to advantage in brand logos that affect the environment, sustainability and energy. Brands connected to the automotive industry can include colors such as blue, silver and black in primarily, then green and yellow. Green is most beneficial in connection with brand logos that provide music streaming services, as associations to music are prominent. To convey emotions such as hopefulness, calm, security, seriousness, confidence, optimism, harmony and positivity, blue and green can be used in the logo design. In order to evoke greater trust in a brand, either a balance can be created, with the help of shapes, or a logo frame can be implemented.
5

技能型學習遊戲之設計要素對學習情緒及成效之影響研究 / A study on assessing the effects of the design features of game-based learning for skill training on learning emotion and performance

胡琬琪, Hu, Wan Chi Unknown Date (has links)
學習型遊戲可提供學習者一個具備「滿足學習發生的基本需求」、「以問題解決為基礎」、「有趣」以及「吸引人」等特色的安全學習環境,而技能型學習遊戲更不同於一般認知與情意型遊戲,其設計過程除了著重事實、知識之外,更強調經由實際操作或練習使學生能真正習得某些動作和技能。因此,有哪些遊戲設計要素能吸引學習者,讓學習者在進行技能學習過程中感到有趣,進而達到學習目標,值得我們關切。再者,從學習型遊戲設計層面來看,重視學習情緒和使用者經驗是不可或缺的遊戲設計考量面向,特別是在數位學習環境中,哪些遊戲設計要素會對學生的學習情緒及學習成效產生影響,值得更進一步的探討。 因此,本研究採用兩款具遊戲設計要素差異之英文打字遊戲,探討技能型學習遊戲之遊戲設計要素對於學習者之學習情緒與學習成效之影響與關聯,以釐清技能型學習遊戲之遊戲設計要素如何影響學習者之正負面情緒以及學習成效,進而作為學習型技能遊戲設計時的參考。研究結果顯示,具遊戲設計要素差異之技能型英打學習遊戲對於引發女性學習者之負面情緒會產生顯著差異,而男性學習者則未產生顯著差異;本研究採用之兩款技能型英打學習遊戲,均可以有效增進學習者之學習成效,並且遊戲設計要素較高之技能型英打學習遊戲對於男性學習者較具學習成效;具遊戲設計要素差異之技能型英打學習遊戲,其遊戲設計要素之「適時回饋」為設計學習型遊戲時之最重要因素;而學習情緒會影響學習成效部分,僅在低打字能力學習者採用具遊戲設計要素差異之技能型英打學習遊戲時獲得部份驗證。 / Game-based learning can provide a safe environment with satisfied basic needs during learning process, problem solving domain foundation, funny and attractive characteristics for learners. Skill learning games are different from normal cognitive and affective games. The design of skill learning games emphasizes on not only facts and knowledge but also on learning some kinds of motion and skills by operation and practice, so we concerned about the key design features attracting learners to interest the learning process and get the learning goals. On the other hand, it is indispensable for key design features considering about learning emotions and learner’s experience, and it is also necessary to be further investigated about which feature will affect the learner’s emotion and learning performance. Two English typing games with different design features were adapted to investigate the effects and relations between design features and learner’s emotion and learning performance to clarify the positive or negative emotions and performance were affected by which design feature of the skill learning games and to set a reference for the game designer. The study results show that female learner’s negative emotion which was caused by different game design features of the English typing games was significantly affected, but male learner’s emotion was not. The two adapted games were both with learning performance, and her male learning performance was better with better game design features of the typing games. Proper feedback was the most important design feature. The effects of emotions to performance were partly proven from poor typing ability learners.
6

Rechnerunterstützung des Entwurfsprozesses durch funktional-technische Objektmodellierung

Zetzsche, Torsten 19 October 2000 (has links)
Thema der Arbeit ist die Konzeption, Entwicklung und Einführung in die Anwendung eines Entwurfssystems, das die Leistungsfähigkeit der derzeit während des Entwurfsprozesses angewandten Programme durch neue Funktionen erweitert. Die implementierte integrative Schnittstellenlösung fasst die bisher genutzten Applikationen zu einem Gesamtsystem zusammen. Der bidirektionale Datenaustausch zwischen allen integrierten Modulen verhindert zur Zeit noch notwendige Mehrfacheingaben identischer Daten. Die für die Modellierung eingesetzten CAD-Systeme bieten für die rechnerinterne Abbildung der Geometrie von Bauteilen eine hohe Funktionalität. Ungenügend ist aber die Erstellung der Funktionsstruktur mit rechentechnischen Hilfsmitteln gelöst. Dieses führt zum Entwurf neuer Produkte nahezu ohne den Einsatz der Informationstechnik und zur anschließenden Anfertigung der CAD-Modelle und Zeichnungen, wenn die Bauteile bereits in ihrer Grundstruktur bestimmt sind. Auch die Vorteile der parametrischen 3D-Modellierung, die für die Beschreibung der bauteilinternen Abhängigkeiten anwendbar ist, werden nur begrenzt genutzt. Gründe dafür liegen in der komplizierten Definition eineindeutig bestimmter Modelle und im ungenügend gelösten Datenaustausch mit externen Applikationen. Während die Ergebnisse einer Konstruktion als rechnerinterne Geometriemodelle detailliert vorliegen, werden die Daten der zugrunde liegenden Funktionsstruktur nicht oder nur zum geringen Teil erfasst. Wichtige Informationen über den Entstehungsprozess sind somit nach Abschluss einer Konstruktion nicht mehr verfügbar. Aufgrund dessen muss die gleichwertige Modellierung von Funktions- und Wirkstruktur sowie der Geometrie realisiert werden. Mit dem beschriebenen Entwurfssystem werden diese Strukturen erstellt und in einem komplexen Modell gespeichert. Im Rahmen folgender Konstruktionen kann dann nicht nur auf die Geometriedaten, sondern auch auf die Beziehungen, auf denen die Bauteilstruktur basiert, zugegriffen werden.
7

Worlds of Musics: Cognitive Ethnomusicological Inquiries on Experience of Time and Space in Human Music-making

Cheong, Yong Jeon 30 August 2019 (has links)
No description available.
8

Исследование конструктивных особенностей фасадных систем жилых зданий на энергоэффективность : магистерская диссертация / Research of design features of facade systems of residential buildings for energy efficiency

Божьяков, Р. Ю., Bozhyakov, R. Yu. January 2023 (has links)
Определены основные конструктивные особенности фасадных систем, разработана методика оценки энергоэффективности фасадных систем на основе указанных конструктивных особенностей, проведен сравнительный анализ результатов, определены наиболее эффективные фасадные системы с точки зрения энергосбережения. / The main design features of facade systems are determined, a methodology for assessing the energy efficiency of facade systems based on the indicated design features is developed, a comparative analysis of the results is carried out, and the most effective facade systems are determined from the point of view of energy saving.

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