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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

Video im Web

Heik, Andreas, Schwendel, Jens 28 February 2007 (has links)
Der Vortrag zeigt Möglichkeiten und Wege der Verteilung von Audio und Video im Web. Die Betrachtung und Einordnung verschiedener Streamingverfahren erfolgt an Beispielen. Ausgewählte Serverlösungen und geeignete Player werden steckbrieflich vorgestellt.
82

Design and development of an editor for location-based games

Ortega-Arranz, Alejandro 09 October 2014 (has links)
Nowadays, mobile games and applications have turned around in essential elements in the current society. But, at the same time that world does not stop (society, tendencies, ... it changes daily), mobile games and applications should update and modify their contents. Thus, content providers play an important role and turn around important. The Human Computer Interaction (HCI) group from University of Patras, have developed some mobile games with a playful and educative scope, and also its content editors. But, could be possible stopping developing one editor for each game and make one in common? even could we extend it to other games not developed by the HCI group? This will be our purpose during this document. Trying to create a content editor despite the fact of the differences of the games, logic, user interface and other many aspects which differ them. Therefore, the content provider should be able to create, edit or update the information or content without changing the performance of the games. For carrying this out, first of all we should analyze which things the games have in common and then, to get an abstraction. This abstraction should work for all the games although they have incompatible properties among them. Then, for this kind of properties, we should add somehow a visibility parameter. By this way, that properties will be invisible for games which do not use them. Hence, this common content editor should be able to add, modify and delete objects of the games which have been developed and can be played everywhere in the whole world. / Η παρούσα εργασία περιγράφει το σχεδιασμό, την ανάπτυξη και την υλοποίηση της εφαρμογής ΤaggingCreaditor για χρήση σε σταθερό υπολογιστή. To TaggingCreaditor όπως αποκαλύπτει και το όνομα του είναι ένα εργαλείο για την παραγωγή και επεξεργασία περιεχομένου για συνεργατικά χωρο-ευαίσθητα παιχνίδια με κινητές συσκευές, όπως για παράδειγμα τα “Tagging games” όπου τα φυσικά αντικείμενα αναγνωρίζονται μέσω της σάρωσης QR ή RFID ετικετών. Η εφαρμογή αναπτύχθηκε για χρήση σε σταθερό υπολογιστή αλλά και σε κινητές συσκευές. Σε αυτή τη διπλωματική εργασία θα παρουσιαστεί η εφαρμογή που αφορά στην παραγωγή και επεξεργασία περιεχομένου για χρήση σε σταθερό υπολογιστή. Ενδιαφέρον είναι το παράδειγμα των συνεργατικών χωρο-ευαίσθητων παιχνιδιών τα οποία μπορούν να χρησιμοποιηθούν παράλληλα για ψυχαγωγία και μάθηση. Τέτοια παραδείγματα αποτελούν τα παιχνίδια MuseumScrable και CityScrable, στα οποία έχει γίνει εκτενής μελέτη πριν το σχεδιασμό του TaggingCreaditor. Τα υπάρχοντα χωρο-ευαίσθητα παιχνίδια μπορούν να παιχτούν σε πολλούς χώρους ωστόσο δεν υπάρχει ένα εργαλείο γενικής εφαρμογής το οποίο να διευκολύνει στην δημιουργία περιεχομένου για τα παιχνίδια αυτά. Αυτό το κενό έρχεται καλύψει η παρούσα διπλωματική εργασία με το σχεδιασμό και την ανάπτυξη του εργαλείου TaggingCreaditor. To εργαλείο αυτό αναπτύχθηκε για την παραγωγή και επεξεργασία περιεχομένου για χωρο-ευαίσθητα παιχνίδια έτσι ώστε κάθε σχεδιαστής παιχνιδιού να μπορεί να σχεδιάσει παιχνίδια για να παιχτούν σε οποιαδήποτε περιοχή του κόσμου. Για παράδειγμα, ένας δάσκαλος θα μπορούσε να σχεδιάσει ένα παιχνίδι και να παράξει περιεχόμενο για αυτό ώστε να παιχτεί από τους μαθητές του κατά την διάρκεια μιας επικείμενης επίσκεψης σε ένα μουσείο. Επιπρόσθετα, αυτό το εργαλείο θα μπορούσε να αποτελεί υποστηρικτική λειτουργία για τα υπάρχοντα συνεργατικά χωρο-ευαίσθητα παιχνίδια όπως τα MuseumScrable και CityScrable. Ανάμεσα στα κυριότερα σημεία και δυνατότητες αυτής της εφαρμογής, είναι το γεγονός ότι το TaggingCreaditor είναι ένα συνεργατικό και γενικής εφαρμογής εργαλείο. Κατά πρώτον, ο σχεδιασμός έγινε έτσι ώστε πολλοί χρήστες να μπορούν συνεργατικά και παράλληλα να παράγουν και να επεξεργάζονται το περιεχόμενο των παιχνιδιών τους, χρησιμοποιώντας μια κοινή βάση δεδομένων. Κατά δεύτερον, η εφαρμογή αυτή σχεδιάστηκε με το σκεπτικό πως θα μπορεί να χρησιμοποιηθεί για την παραγωγή και επεξεργασία του περιεχομένου ενός μεγάλου αριθμού χωρο-ευαίσθητων παιχνιδιών, κάτι που κάνει το συγκεκριμένο εργαλείο να είναι εργαλείο γενικής εφαρμογής. Θα ήθελα να κλείσω τονίζοντας την χρησιμότητα που μπορεί να έχει ένα τέτοιο εργαλείο γενικής εφαρμογής για τα χωρο-ευαίσθητα παιχνίδια, επιτρέποντας την δημιουργία και επεξεργασία περιεχομένου γύρω από οποιαδήποτε θεματική ενότητα, για οποιοδήποτε παιχνίδι και σε οποιαδήποτε περιοχή του κόσμου αυτό παίζεται. Θα ήθελα επίσης να τονίσω πως το συγκεκριμένο εργαλείο μπορεί να βελτιωθεί με πολλούς διαφορετικούς τρόπους όπως για παράδειγμα να μπορεί να υποστηρίζει πολλούς χρήστες οι οποίοι όμως δεν θα χρησιμοποιούν κοινή βάση δεδομένων για την παραγωγή και επεξεργασία του περιεχομένου των παιχνιδιών τους.
83

Adaptiva gränssnitt: Desktop-first vs Mobile-first : En jämförelse av två strategier för att skapa adaptiva gränssnitt för webben

Törnros, Tobias, Nilsson, Johan, Robertsson, Mattias January 2014 (has links)
In recent years the development of mobile devices has made great progress and today they account for a large proportion of the internet usage. This trend poses new demands on web developers as more companies and product owners want to customize their services and products for this new market. In this study we examine the pros and cons of the strategies desktop-first and mobile-first in the development of adaptive interfaces for the web. The study aims to create guidelines for situations in which each strategy fits well. The purpose of the study is to create an understanding of how these strategies can help developers and product owners to develop adaptive interfaces based on different goals and objectives. The study was conducted through the development of two high-fidelity prototypes for the redesign of an existing website. A literature review was also performed to create a deeper understanding of the subject. Our conclusion showed that mobile-first was preferable when building a website from scratch. However, there are cases when desktop-first may be preferable, for example, in the redesign of an existing website where the foundation is already finished. Furthermore, the study has led us to the realization that there are many purposes of different websites making the subject complex. Therefore, the developer should always make an evaluation of the product owner's goals and objectives in order to choose the right strategy.
84

華碩桌上型電腦發展策略可行性分析 / ASUS desktop computer strategy analysis

張家維 Unknown Date (has links)
全球桌上型電腦市場在2008 年底受到金融海嘯影響, 在2009年初面臨景氣急轉下的窘迫狀況,出貨狀況仍舊嚴峻,直至2009 下半年的景氣逐漸復甦,市場需求稍穩定,然供應鏈不時出現肇因於對需求低估,致產能規劃保守,不時產生零組件供給缺口。而市場上又受到筆記型電腦替代效果的影響,桌上型電腦在2009 年的出貨量整整比2008 年少了11.4%,在這樣雙重的影響下,桌上型電腦可以說腹背受敵。而面臨這樣的環境下,本研究之對象華碩電腦也提出了一 些相對應此環境變化之策略,期望來克服所面臨之窘境。在策略分析部分,由於傳統SWOT 分析有諸多限制與問題,像是只注重機會與威脅之配對、優劣勢難以分辨等。透過學生提出修正後的SWOT 矩陣,將傳統之SWOT 作修正,以期望能夠克服這些限制與問題,擴大此架構的使用範圍。本研究所要探討的是華碩電腦在桌上型電腦之發展策略可行性,並使用修正後的SWOT 矩陣分析,除了探討策略可行性外,也期望能 了解此修正後的SWOT 矩陣架構應用在個案分析上是否確實。
85

Musikproduktion med föränderliga verktyg - en pedagogisk utmaning / Music Production with Changing Tools – a Challenge to Formal Education

Gullö, Jan-Olof January 2010 (has links)
The Millennials, today’s pupils and students, is the first generation to grow up with tools for interactive communication and media production. Many students choose to study music production in higher education establishments. Therefore music production is an emerging subject and important research topic. The aim of this thesis is to develop knowledge of music production and to identify key skills necessary for music producers and music production teachers. Three sub-studies were performed to investigate what characterizes music production, both in an educational context and as a professional activity. In the first study, a Desktop Music Production project in a municipal music school was investigated. Observations and interviews were used as data collection methods. The results show that teachers need to be multi skilled to teach musicproduction. In addition to standard teaching skills they need to have extensive knowledge of music technology and relevant contemporary knowledge about trends in youth culture and popular music. In the second study students' views on important learning outcomes in music production were investigated. Questionnaires and group interviews were used to collect data. The results show that music production is a topic that includes various types of content. Issues regarding music, technology, music industry, personal development and employability were of central importance to the students. In the third study eleven professionals were interviewed, all music production teachers or active music producers. The main result was that the skills required for both music producers and music production teachers are varied and extensive. Psychology and leadership, music, technology, ethics, law and copyright, entrepreneurship and cultural timing are particularly relevant to music production. Based on these results, a model for education in music production is presented. Music production also differs from traditional music education. In addition to traditional musical and pedagogic skills it requires technical competence from the teachers. Men dominate music production teaching, and the vast majority of professional music producers are also men. Technological developments are affecting young people's musical skills, and therefore it’s a challenge for music teachers to meet pupils and students who already have advanced knowledge of music production and are eager to learn more.
86

Adult learner satisfaction with web-based non-credit workforce training

Morgan, Pamela Cope. Wircenski, Jerry L., January 2007 (has links)
Thesis (Ph. D.)--University of North Texas, Aug., 2007. / Title from title page display. Includes bibliographical references.
87

A metaphysical and linguistic approach to type design and typography /

Rocha, Ivan Terestschenko. January 1993 (has links)
Thesis (M.S.)--Rochester Institute of Technology, 1993. / Typescript. Includes bibliographical references (leaves 80-82).
88

Designing Tools to Increase Group Awareness in the Work Place

January 2010 (has links)
abstract: This thesis investigates the role of activity visualization tools in increasing group awareness at the workspace. Today, electronic calendaring tools are widely used in the workplace. The primary function is to enable each person maintain a work schedule. They also are used to schedule meetings and share work details when appropriate. However, a key limitation of current tools is that they do not enable people in the workplace to understand the activity of the group as a whole. A tool that increases group awareness would promote reflection; it would enable thoughtful engagement with one's co-workers. I have developed two tools: the first tool enables the worker to examine detailed task information of one's own tasks, within the context of his/her peers' anonymized task data. The second tool is a public display to promote group reflection. I have used an iterative design methodology to refine the tools. I developed ActivityStream desktop tool that enables users to examine the detailed information of their own activities and the aggregate information of other peers' activities. ActivityStream uses a client-server architecture. The server collected activity data from each user by parsing RSS feeds associated with their preferred online calendaring and task management tool, on a daily basis. The client software displays personalized aggregate data and user specific tasks, including task types. The client display visualizes the activity data at multiple time scales. The activity data for each user is represented though discrete blocks; interacting with the block will reveal task details. The activity of the rest of the group is anonymized and aggregated. ActivityStream visualizes the aggregated data via Bezier curves. I developed ActivityStream public display that shows a group people's activity levels change over time to promote group reflection. In particular, the public display shows the anonymized task activity data, over the course of one year. The public display visualizes data for each user using a Bezier curve. The display shows data from all users simultaneously. This representation enables users to reflect on the relationships across the group members, over the course of one year. The survey results revealed that users are more aware of their peers' activities in the workspace. / Dissertation/Thesis / M.S. Electrical Engineering 2010
89

Virtualizace aplikací v architektuře C/S / Architecture C / S - Application Virtualization

Hlaváč, Štěpán January 2016 (has links)
The diploma thesis deals with the possibilities of using application virtualization in the Windows environment. The theoretical part describes the operating principle of application virtualization. Furthermore, there are specified the individual characteristics and the reasons for the move to application virtualization. The author provides the basic overview and comparison of the specific ways of virtualization. The appropriate solution of the practical part was based on the Saaty method. In the practical part, the author describes in detail how to implement and use the chosen technology. Based on practical experience, he assesses functioning of the solution. The final part of the thesis includes both general and specific recommendations for the use of application virtualization.
90

SID : um sistema computacional para obtenção e gerenciamento de informações sobre dosimetria das radiações ionizantes

Leal Neto, Viriato 31 January 2013 (has links)
Submitted by Amanda Silva (amanda.osilva2@ufpe.br) on 2015-03-04T12:50:41Z No. of bitstreams: 2 Tese Viriato Leal Neto.pdf: 9433751 bytes, checksum: 294db75bb53b26527c9ed291ddca51d3 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) / Made available in DSpace on 2015-03-04T12:50:41Z (GMT). No. of bitstreams: 2 Tese Viriato Leal Neto.pdf: 9433751 bytes, checksum: 294db75bb53b26527c9ed291ddca51d3 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2013 / Dados são constantemente produzidos e tratados pelo Grupo de Dosimetria Numérica (GDN), gerando informações importantes para interessados em radiologia. Entre as informações, citam-se: novos algoritmos para fontes radioativas; resultados dosimétricos utilizando diversos modelos computacionais de exposição (MCEs); e softwares para a realização de tarefas computacionais que vão desde a leitura de arquivos ASCII ou binário até a análise e apresentação de resultados gráficos, alfanuméricos e imagens. Neste trabalho é apresentado o Sistema de Informações Dosimétricas (SID). O sistema foi desenvolvido utilizando-se modernas ferramentas computacionais para a criação de aplicativos desktop, web e bancos de dados (BDs). Entre outras tarefas, o SID permite criar arquivos de entrada para simulações Monte Carlo no sistema EGS (Electron Gamma Shower), acessar BDs para obter fantomas de voxels, resultados dosimétricos e protocolos de radiodiagnósticos, bem como um software desktop, desenvolvido para realizar as tarefas computacionais necessárias para obtenção de resultados dosimétricos com os MCEs utilizados pelo GDN. O sistema já se constitui uma importante ferramenta computacional para usuários de informações radiológicas. Anteveem-se várias possibilidades de continuidade deste trabalho, em particular a criação da versão em inglês do sistema, a incorporação das ferramentas atualmente disponível apenas em desktop, adição de mais informações aos atuais BDs e criação de um novo BD para organizar e disponibilizar objetos 3D úteis no desenvolvimento de modelos antropomórficos.

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