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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

Immersion and interaction : creating virtual 3D worlds for stage performances

Polydorou, Doros January 2011 (has links)
This thesis formulates an approach towards the creation of a gesture activated and body movement controlled real time virtual 3d world in a dance performance context. It investigates immersion and navigation techniques derived from modern video games and methodologies and proposes how they can be used to further involve a performer into a virtual space as well as simultaneously offer a stimulating visual spectacle for an audience. The argument presented develops through practice-based methodology and artistic production strategies in interdisciplinary and collaborative contexts. Two choreographic performance/installations are used as cases studies to demonstrate in practice the proposed methodologies. First, the interactive dance work Suna No Onna, created in collaboration with Birringer/Danjoux and the Dap Lab, investigates the use of interactive pre-rendered animations in a real time setting and in real time by incorporating wearable sensors in the performance. Secondly, the potentials offered by the sensor technology and real time rendering engines led to the “creation scene", a key scene in the choreographic installation UKIYO (Moveable Worlds). This thesis investigates the design, creation and interaction qualities of virtual 3d spaces by exploring the potentialities offered by a shared space, between an intelligent space and a dancer in a hybrid world. The methodology applied uses as a theoretical base the phenomenological approach of Merleau-Ponty and Mark Hansen‟s mixed reality paradigm proposing the concept of the “space schema", a system which replicates and embeds proprioception, perception and motility into the space fabric offering a world which “lives”, functions and interacts with the performer. The outcome of the research is the generation of an interactive, non-linear, randomized 3d virtual space that collaborates with a technologically embedded performer in creating a 3d world which evolves and transforms, driven by the performer‟s intention and agency. This research contributes to the field of interactive performance art by making transparent the methodology, the instruments and the code used, in a non-technical terminology, making it accessible for both team members with less technological expertise as well as artists aspiring to engage interactive 3d media promoting further experimentation and conceptual discussions.
2

Issues and Evolution of the Chinese Copyright Law facing Digital Environment in a Comparative Law Perspective (US and EU) / Les enjeux et évolutions du droit d’auteur chinois face au contexte numérique dans une perspective comparatiste (Etats-unis et Union européenne)

Zheng, Peng 11 July 2017 (has links)
En Chine, la protection du droit d’auteur dans l’environnement numérique est un problème au niveau international et national. Pourquoi le droit d’auteur ne peut-il pas être protégé correctement ? Quels sont les droits et les outils mis à la disposition des auteurs ? Sous la pression de la rétorsion commerciale des États-Unis, la Chine a ratifié la Convention de Berne en 1992. Le premier droit d’auteur en Chine et les deux révisions avaient principalement pour but de se conformer à la Convention de Berne. Autrement dit, le droit d’auteur chinois est artificiel. Il ne représente pas la réconciliation de conflits d'intérêts différents. Les actions de la mise en œuvre du droit d’auteur en environnement numérique ont été entreprises par les autorités chinoises. Elles pourraient être très efficaces. Des sites Internet illégaux sont contrôlés et le contenu qui atteint au droit d’auteur est supprimé. Néanmoins, les actions pourraient être excessives. L’environnement numérique a non seulement augmenté la capacité individuelle de la reproduction et la transmission des œuvres, mais a aussi changé la façon dont les œuvres peuvent être créées. Comment protéger les droits d’auteur existants, d’un côté, et stimuler la créativité individuelle des internautes, d’un autre côté ? / Chinese copyright protection in the digital environment has been a problem at both international and national level. Why Chinese copyright could not be properly protected?What rights and enforcement tools the copyright holders have? Under the pressure of the US trade retaliation, China ratified the Berne Convention in 1992. The first Chinese Copyright Law and the later two revisions were mainly for the purpose of complying with the Berne Convention. In other words, the Chinese Copyright Law is artificial. It is not the reconciliation of the conflicts of different interests. Copyright enforcement actions have been undertaken by the Chinese copyright authorities in the digital environment. They could be very efficient. Major pirating websites are seized and enormous infringing contents are taken down. However, the actions could also be excessive. The digital environment not only boosted the individual capacity of the reproduction and transmission of works, but also changed the way of how works could be created. How to protect the existing copyright on the one hand, to simulate the individual user’s creativity, on the other?
3

Impact of copyright law in museums and galleries in the digital age

Sukkaryeh, Ghufran January 2012 (has links)
The thesis explores the growing impact of copyright in art museums and galleries in the digital environment. Copyright has a great significance in these institutions but it has not received adequate academic consideration. The aim of this thesis is to examine the role of copyright and underline the foremost copyright challenges to museums and galleries in order to find out the appropriate approach to deal with them. The main argument is that copyright challenges museums and galleries to the extent it could disturb the survival of their mission in the digital domain. It argues that copyright provides insufficient protection to museums and galleries when they are copyright owners of digital and contemporary artistic works in particular. Also, it argues that copyright restricts the capacity of using artistic works by museums and galleries as cultural institutions and therefore it obstructs their activities and mission. Further, it argues that uncertain and deficient copyright policy and management practices represent impediment to the continuity and progress of museums and galleries in the digital era. To this effect, the thesis takes analytical approach and considers the legal primary and secondary resources of relevant laws, cases, academic commentary and journal articles. The legal framework is focused on copyright law of the United Kingdom as stated in the Copyright, Designs and Patents Act 1988 and its amendments. Furthermore, the thesis incorporates a review of an empirical study about the impact of copyright in museums and galleries and which is undertaken for this research purposes. The thesis concludes that it is necessary to deal with the specified copyright challenges in a way that maintains and promotes the mission of museums and galleries and facilitates a broader public access to their collections in the digital environment. In order to achieve this, it is recommended that some copyright law reform is needed concerning in particular copyright protection of artistic works and copyright exceptions available to museums and galleries for specific purposes such as preservation, research, and education. Also, it is proposed that museums and galleries require enhanced understanding of copyright law, more awareness, careful consideration and efficient management of copyright.
4

Ludusfera: o espaço do jogo hipermidiático / Ludusfera: space game hypermedia

Larizzatti, Doris Sathler de Souza 20 March 2015 (has links)
Investigação filosófico-teórico-metodológica, de abordagem interdisciplinar, que objetiva propor premissas à criação e produção de hipermídias conceituais, visando a compreensão inicial de conceitos. A partir de contribuições temáticas, inspiradas em várias áreas do saber e fazer, apresentar nexos teóricos não conclusivos, possíveis lacunas e rupturas epistemológicas científicas, como frutos de um pensamento sistemático centrado no processo criador de expressividades digitais, com base em paradigmas teórico-metodológicos como critérios avaliativos, hibridização, ambientes digitais, navegabilidade e interatividade. Para tanto, objetiva-se a construção do conceito Ludusfera, em sua comunicação tridimensional (filosofia, teoria e método), vista como esfera lúdica (Spielraum, espaço de jogo/Spiel) de integração de experiências estéticas, conhecimento científico e cotidiano (hiper) multimidiático, sob a perspectiva da semiótica cultural, da fenomenologia hermenêutica heidegger-gadameriana, com ênfase na circularidade da compreensão, e dos jogos de linguagem de Wittgenstein, como reflexão aos modos de asserções sobre os fenômenos. / Philosophical and theoretical-methodological research, interdisciplinary approach, which aims to offer premises to the creation and production of conceptual hypermedia, aimed at initial understanding of concepts. From thematic contributions, inspired in various areas of knowledge and do not provide conclusive theoretical links, possible gaps and scientific epistemological ruptures, as fruits of a systematic thinking centered on the creative process of digital expressivity, based on theoretical and methodological paradigms as assessment criteria, hybridization, digital environments, navigation and interactivity. Therefore, the objective is the construction of Ludusfera concept in its three-dimensional communication (philosophy, theory and method), seen as playful ball (Spielraum, play space / Spiel) integration of aesthetic experiences, scientific knowledge and everyday (hyper) a multimedia, from the perspective of cultural semiotics, the heidegger-Gadamer\'s hermeneutic phenomenology, emphasizing the roundness of understanding, and of Wittgenstein\'s language games, as reflection on the modes of assertions about the phenomena
5

Inspection process planning for large volume metrology in digital environment

Cai, Bin January 2013 (has links)
Nowadays, inspection process planning (IPP) for large volume metrology (LVM) attracts increasing attention in manufacturing and assembly industries such as aerospace and automotive, where large and complex assemblies and fabrications with complex surfaces are employed. Inspection is conventionally considered as a quality control manner. But there is changing shift to processes that are more related to the early design stage aiming to increase product performance and reduce costs by automation and elimination of rework. This is especially evident in the standardisation and implementation of Geometric Dimensioning and Tolerancing (GD&T) of new products and systems at the design stage. This study proposes a GD&T based systematic framework for the IPP of LVM systems within a digital environment. Orientating to solve the “what to measure” and “how to measure” problems in IPP, the prototype system has seven functional core modules including: tolerance feature analysis, instrument selection, inspection point selection, accessibility and visibility analysis, instrument setup and configuration, clustering analysis and measurement sequencing. An optimized inspection plan is output for the designer to evaluate the product design as well as for guiding the metrologist and process planner to conduct the inspection process. Heuristic rules, evolutionary algorithms and modern computational graphic techniques have been adopted to facilitate the supported functions. Coupled with state of art metrology systems, metrology and CAD software, the framework is able to work effectively and efficiently by means of incorporating international standards and industrial best practice. It is the first attempt to successfully minimise manual activities in the planning process for LVM systems, which results in improved efficiency, enhanced decision making and a better inspection plan overall. Two case studies have been conducted to validate the functionalities of the prototype system.
6

The Acceptance of the Digital Books' Market in Spain by Consumers and Companies

Garcia Barberena, Amaia, Diaz Pinillos, Leyre January 2011 (has links)
Title:  The Situation of Digital Books’ Market in Spain. The acceptance by consumers and companies Authors: Amaia García Barberena and Leyre Díaz Pinillos Supervisor: Jean-Charles Languilaire. Level: Bachelor Thesis in Business Administration, Marketing Key words: digital books, electronic books, digitalization, Spain, consumers´ behavior, innovation, adaptation, publishers… Purpose: The purpose is to explore what the current situation of the electronic books’ market in Spain is, concerning the changes in consumer behavior and companies’ adaptation. Method: Our research method is an explorative and descriptive one.  Thus, we collected data from secondary resources such as books, studies, articles, journals and so on. We use also primary data in order to answer our purpose. We do two different questionnaires; one focused on consumers and the other one focused on publishers of different companies.  Theoretical framework: First, we define the consumer behaviour in a general context and then related to innovations and digital environment. Then, we explain the companies’ behaviour and adaptation to changes, and we finish with and interaction between both parties. Conclusion: We highlight and summarize the findings of our study, giving a clear image of the current situation of the digital books’ market in Spain. We also give our point of view towards this topic, and suggestions for further researches.
7

Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter

Nilsson, Jakob January 2011 (has links)
This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment. His comparison of interactive fiction with the literary riddle is also used in regards to puzzles and other game-related aspects in interactive fiction as a part of storytelling. Furthermore, the essay uses Espen J. Aarseths analysis on ergodic text and non-linearity to place interactive fiction in a tradition of participatory texts not necessarily bound to the computer. The essay show how the repeated and sudden nature of death in interactive fiction poses a potential problem in its aspiration to create a cohesive storytelling experience. Death can however be used as an aid in other narrative aspirations, such as humour. Furthermore, the participatory aspect of interactive fiction can create a meaningful and strong emotional response to the death of non-player characters. The essay also show how interactive fiction may use puzzles and other challenges as a method to create suspense and drama. The quality of interactive fiction as a simulated world enables it to create mazes and related experiences based on spatial navigation. Especially it underlines its capacity to in this manner portrait abstract concepts such as bureaucracy in a convincing and literal way. Finally the essay proposes that interactive fiction can be viewed as a bridge between traditional literary texts and the new digital texts of computer based entertainment. The essay therefore suggests that interactive fiction, with its expressed literary ambitions, is especially qualified as a starting point for understanding computer games as a capable storytelling tool. Further studies on interactive fiction may help reach a deeper understanding of the narrative qualities of computer games.
8

Ludusfera: o espaço do jogo hipermidiático / Ludusfera: space game hypermedia

Doris Sathler de Souza Larizzatti 20 March 2015 (has links)
Investigação filosófico-teórico-metodológica, de abordagem interdisciplinar, que objetiva propor premissas à criação e produção de hipermídias conceituais, visando a compreensão inicial de conceitos. A partir de contribuições temáticas, inspiradas em várias áreas do saber e fazer, apresentar nexos teóricos não conclusivos, possíveis lacunas e rupturas epistemológicas científicas, como frutos de um pensamento sistemático centrado no processo criador de expressividades digitais, com base em paradigmas teórico-metodológicos como critérios avaliativos, hibridização, ambientes digitais, navegabilidade e interatividade. Para tanto, objetiva-se a construção do conceito Ludusfera, em sua comunicação tridimensional (filosofia, teoria e método), vista como esfera lúdica (Spielraum, espaço de jogo/Spiel) de integração de experiências estéticas, conhecimento científico e cotidiano (hiper) multimidiático, sob a perspectiva da semiótica cultural, da fenomenologia hermenêutica heidegger-gadameriana, com ênfase na circularidade da compreensão, e dos jogos de linguagem de Wittgenstein, como reflexão aos modos de asserções sobre os fenômenos. / Philosophical and theoretical-methodological research, interdisciplinary approach, which aims to offer premises to the creation and production of conceptual hypermedia, aimed at initial understanding of concepts. From thematic contributions, inspired in various areas of knowledge and do not provide conclusive theoretical links, possible gaps and scientific epistemological ruptures, as fruits of a systematic thinking centered on the creative process of digital expressivity, based on theoretical and methodological paradigms as assessment criteria, hybridization, digital environments, navigation and interactivity. Therefore, the objective is the construction of Ludusfera concept in its three-dimensional communication (philosophy, theory and method), seen as playful ball (Spielraum, play space / Spiel) integration of aesthetic experiences, scientific knowledge and everyday (hyper) a multimedia, from the perspective of cultural semiotics, the heidegger-Gadamer\'s hermeneutic phenomenology, emphasizing the roundness of understanding, and of Wittgenstein\'s language games, as reflection on the modes of assertions about the phenomena
9

A educação e os multiletramentos: leitura e escrita de linguagem multissemiótica no hipertexto blog

Alves , Teresa Cristina 31 August 2015 (has links)
Submitted by Viviane Lima da Cunha (viviane@biblioteca.ufpb.br) on 2015-12-07T11:49:43Z No. of bitstreams: 1 arquivototal.pdf: 5234127 bytes, checksum: f7c2442ee1d8d825b4409008fd4a6105 (MD5) / Made available in DSpace on 2015-12-07T11:49:43Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 5234127 bytes, checksum: f7c2442ee1d8d825b4409008fd4a6105 (MD5) Previous issue date: 2015-08-31 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Life of Human beings, currently, is totally linked to new technologies which, definitely, come to stay, attracted people attention. Those technologies made daily activities easier and faster. All these facilities propose a virtual environment a place of interaction and research, particularly concerning how language is handle by youth. In this context, the way to develop teaching school has been hard and considered like a disadvantage competition being school far from away student’s reality: these use technologies frequently day by day. Considering this fact, we decided to work on this issue in a primary school in the city of João Pessoa, with the main objective, to understand that the use of the media favors the educational practice, when the orientation is focused to the conscious use of the virtual environment to encourage research and systematization of information on the network for the construction of knowledge. Seeing all these statements, we took as theorical background of studies as Levi (2010), Schmitd-Cohen (2013), Moran (2010), among others, these scholar brings important contributions about how technologies as a big phenomena and the urgent modification education environment has to receive, in order can follow this evolutionary process. We also saw studies that underground literacies practices at school, hypertext and multiliteracies concepts. To do that we looked at Marcuschi (2010), Antunes (2003), Xavier (2010)and Rojo (2012), among others scholars. Based on these studies and based on approaches, we realized a research using questionnaires to teachers and students to bound the plot around school/field in Action Research. From this view, we elaborate and developed a pedagogical intervention as searching with didactical sequences just in what is proposed by Schenewly and Dolz (2004) In the early period of sequence, students ninth grade from mentioned school used their previous knowledge about technology to produced videos on semiotics language. They also produced a first version of electronic genre/support Blog. After analyze and reflection about these first productions in modularization period, they received pedagogical support on multiliteracies form to change they knew previously, leaning new concepts and new language production, reflecting about written and making communication on specific functions and goals. At the final production there was a presentation to school community of the Blog “Portal S. A, conscientizando vidas”, electronic genre which lead like a support to publicize their productions. The experience was measured by school like in order to not only for develop communicative competences in our students but also it provides innovator technology contemporary uses as a great helper for teaching and learning construction. / A vida dos seres humanos atualmente está atrelada às inovações tecnológicas que atraem as pessoas por tornar as atividades cotidianas mais rápidas e mais fáceis. Toda essa dinamicidade, especialmente no modo como a linguagem é produzida, faz do ambiente virtual um local de procura e de acesso constante, especialmente pelos nossos jovens. Nesse contexto, a atuação da escola se torna mais difícil, pelo fato de competir em desvantagem com o universo virtual. Diante dessa constatação, decidimos trabalhar essa questão em uma escola de ensino fundamental do município de João Pessoa-PB, tendo como principal objetivo, entender que o uso da mídia favorece a prática educativa, quando a orientação é focalizada para o uso consciente do meio virtual no sentido de incentivar a pesquisa e a sistematização de informações presentes na rede em prol da construção do conhecimento. Para amparar essa prática, fomos buscar, nos constructos teóricos de estudiosos como Lévy (2010), Schmidt/Cohen (2013), Moran (2010) e outros, reflexões sobre as mudanças trazidas pelo fenômeno tecnológico e as modificações urgentes que o setor de educação tem que sofrer para acompanhar esse processo evolutivo. Analisamos, também, pesquisas que amparam as práticas de letramento na escola e os conceitos de hipertexto e de multiletramentos, visitando estudiosos como Marcuschi (2010); Antunes (2003); Xavier (2010), Rojo (2012), dentre outros. Com base nessas abordagens, realizamos uma pesquisa utilizando-se de questionários junto aos professores e alunos para delimitar a problemática na escola/campo da pesquisação. A partir do diagnóstico, elaboramos e executamos uma intervenção pedagógica em forma de sequência didática, segundo o que sugere Schnewly e Dolz (2004). Na fase de produção inicial dessa sequência, os alunos do nono ano da referida escola, utilizaram seus conhecimentos prévios acerca das tecnologias contemporâneas, para realizar produções em vídeo com linguagem multissemiótica. Produziram, também, uma primeira versão do gênero/suporte eletrônico Blog. Após análise e reflexão sobre essas primeiras produções, na etapa de modularização, receberam apoio pedagógico nos moldes dos multiletramentos para transformar o que já sabiam, em conhecimento e preencher as lacunas de aprendizagem, apreendendo conceitos, conhecendo novas formas de produção de linguagem, refletindo sobre a escrita e realizando comunicações com funções e objetivos específicos. A produção final culminou com a apresentação, para toda a comunidade escolar, do Blog “Portal S. A: conscientizando vidas”, gênero eletrônico que serviu de suporte para divulgar suas produções. A experiência foi avaliada pela escola como muito positiva, pelo fato não só de desenvolver nos alunos competências comunicativas, mas por proporcionar o uso inovador das tecnologias contemporâneas como coadjuvantes no processo de ensino e aprendizagem.
10

City Information Model - CIM : Benefits with an integrated city information model in the area of technical aspects

Salminen, Anna, Hägglöf, Daniel January 2015 (has links)
An important part for projects, organizations etc. is to have a good system of how to manage information so that it´s constantly updated, accurate and available for all affected operators. Current degree project is performed on behalf of the IT-company Eurostep AB who has developed a software named Share-A-space for information management and they are now interested to see if there are any demands for Share-A-space in the field of urban development. During the degree project, a model was built using Share-A-space and the model is called CIM (City Information Model). The objective with the degree project was to investigate how information is managed today at the Administration of Urban Development, Stadsbyggnadsförvaltningen, at Eskilstuna municipality and if CIM would facilitate their work. A deeper investigation was made to locate where processes can be more efficient and how functions that CIM contains would be helpful. The degree project contains a literature study, a case study and a result where the literature study contains an environment monitoring, today’s visions of a future coherent digital work approach within municipalities and procedures for urban development. The case study contains information how Eskilstuna municipality is managing information, it also contains a description of how the model was built. The result contain information of how the model operates and the responds from interviews performed after a presentation of the model at the municipality. This degree project concludes that CIM in some ways definitely could be a valid alternative in the municipal work. The municipality didn’t see any benefits by having access to all technical information regarding all specific objects in the city. Processes would on the other hand, become more efficient and CIM would be a helpful tool in planning processes and contribute to make the municipal work more transparent. There were functions in CIM, especially the function to “travel in time”, that was considered extra useful for the employees at the municipality when planning the city but also for private residence to receive a greater understanding of future plans. To implement CIM would, on the other hand, be a resource demanding process which the municipality can´t perform at the moment without receiving financial support.

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