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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

INVESTIGATING WORK-RELATED SERENDIPITY, WHAT INFLUENCES IT, AND HOW IT MAY BE FACILITATED IN DIGITAL ENVIRONMENTS

McCay-Peet, Lori 09 December 2013 (has links)
Serendipity is a popular word that captures a rich phenomenon with potentially far-reaching implications from a personal to global level. Serendipity is associated with revelations, discoveries, life events, and innovations, both big and small, and the lack of consensus on its definition reflects this breadth of meaning. Serendipity is defined in this research as an unexpected experience prompted by an individual’s valuable interaction with ideas, information, objects, or phenomena. While efforts are being made to facilitate serendipity in digital environments (e.g., websites, databases, search engines), we know very little about the complex interaction between the individual and the environment and what actually facilitates serendipity. In three phases, this thesis investigated how individual differences and environmental factors influence work-related serendipity and how serendipity may be facilitated in digital environments. Phase 1 explored serendipity through semi-structured interviews with 12 professionals and scholars. Based on findings from Phase 1, in Phase 2 a serendipitous digital environment scale to measure how well a digital environment supports serendipity was developed, assessed, and honed though an expert review by eight researchers and a web-based survey of 107 university students. Phase 3 employed a web-based survey of 289 professionals and scholars. Through exploratory factor analysis, the serendipitous digital environment scale was refined and assessed. Using multivariate analyses, relationships were explored between serendipity, the underlying factors of the serendipitous digital environment scale, type of digital environment, creative environment perceptions, locus of control, extraversion, and openness to experience. My research found that the type of digital environment influences the frequency of serendipity, which in turn shares a relationship with three factors of the serendipitous digital environment scale – enables connections, trigger-rich, and leads to the unexpected. Furthermore, results indicate that individuals’ level of extraversion influences perceptions of serendipity in general. This research contributes to our knowledge of information seeking and use through findings that confirm and augment previous models of serendipity through the identification of what influences serendipity. This research also underscores the potential to design for serendipity in digital environments and provides a tool for developers to assess the serendipitous nature of their systems.
2

Exploração de ambientes em jogos eletrônicos / Exploration of environments in video games

Ivan Mussa Tavares Gomes 27 February 2014 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Esta pesquisa parte da observação de uma prática ocorrida em jogos eletrônicos, identificada como exploração de ambientes. Seu objeto são as ações, processos e os contextos que abrigam esta prática posta em movimento pelos jogadores, em associação com os demais agentes que fazem o jogo funcionar. Objetiva-se uma conceituação do comportamento exploratório nos videogames, bem como dos ambientes nos quais ele se concretiza, e do qual é inseparável. Para tanto, fez-se uma divisão em três partes, a procura de redefinir esta prática a partir de perspectivas teóricas distintas. A primeira se refere às particularidades da exploração em ambientes digitais. Demonstra-se como o jogo representa as habilidades que compõem este processo (movimento, navegação, reconhecimento e manipulação), e quais as propriedades comunicativas da exploração no videogame. A segunda expande a mesma reflexão à uma esfera lúdica, em busca da relação entre ludicidade e exploração nos jogos de mundo aberto, além das suas propriedades formais e ficcionais. A última liga a exploração a um processo criativo de invenção e experimentação com as possibilidades do jogo / This research is based on the observation of a practice that occurs in video games, identified as exploration of environments. The object consists in the actions, processes and contexts that serve as stages for this practice that is played by the gamers, in an ensemble formed with the other agents that make the game work. The objective is to conceptualize the exploratory behavior in video games, along with the environments in which it materializes itself from which its inseparable. To that end, a division in three parts aims to redefine this practice with distinct theoretical perspectives. The first one refers to the particularities of exploration in digital environments. We demonstrate how the game represents the abilities that integrate this process (locomotion, navigation, recognition, manipulation), and what are the communicative properties of exploring the game. The second one expands this same reflection to a ludic sense, in pursuit of the relation between game and exploration in open world games, besides its formal and fictional properties. The last one links exploration to a process of invention and experimentation with the possibilities of the game
3

Exploração de ambientes em jogos eletrônicos / Exploration of environments in video games

Ivan Mussa Tavares Gomes 27 February 2014 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Esta pesquisa parte da observação de uma prática ocorrida em jogos eletrônicos, identificada como exploração de ambientes. Seu objeto são as ações, processos e os contextos que abrigam esta prática posta em movimento pelos jogadores, em associação com os demais agentes que fazem o jogo funcionar. Objetiva-se uma conceituação do comportamento exploratório nos videogames, bem como dos ambientes nos quais ele se concretiza, e do qual é inseparável. Para tanto, fez-se uma divisão em três partes, a procura de redefinir esta prática a partir de perspectivas teóricas distintas. A primeira se refere às particularidades da exploração em ambientes digitais. Demonstra-se como o jogo representa as habilidades que compõem este processo (movimento, navegação, reconhecimento e manipulação), e quais as propriedades comunicativas da exploração no videogame. A segunda expande a mesma reflexão à uma esfera lúdica, em busca da relação entre ludicidade e exploração nos jogos de mundo aberto, além das suas propriedades formais e ficcionais. A última liga a exploração a um processo criativo de invenção e experimentação com as possibilidades do jogo / This research is based on the observation of a practice that occurs in video games, identified as exploration of environments. The object consists in the actions, processes and contexts that serve as stages for this practice that is played by the gamers, in an ensemble formed with the other agents that make the game work. The objective is to conceptualize the exploratory behavior in video games, along with the environments in which it materializes itself from which its inseparable. To that end, a division in three parts aims to redefine this practice with distinct theoretical perspectives. The first one refers to the particularities of exploration in digital environments. We demonstrate how the game represents the abilities that integrate this process (locomotion, navigation, recognition, manipulation), and what are the communicative properties of exploring the game. The second one expands this same reflection to a ludic sense, in pursuit of the relation between game and exploration in open world games, besides its formal and fictional properties. The last one links exploration to a process of invention and experimentation with the possibilities of the game
4

Att upptäcka det oväntade : En studie av begreppet serendipitet och dess förekomst på det digitala folkbiblioteket / Discovering the unexpected : A study on the occurrence of serendipity in the digital public library

Thorgren Hansson, Maria January 2014 (has links)
The purpose of this study is to examine if digital public libraries are serendipitous environments. Serendipity in this instance is defined as finding something unexpected and valuable, while searching for something else. A survey was conducted at two Swedish digital public libraries, where the patrons were asked to fill in a questionnaire online. The questions were based on the work on serendipitous digital environments by Lori McCay-Peet, as well as considerations of human factors that could possibly influence serendipity. The result indicate that a majority of patrons experience serendipity at the digital library, although it’s still more common to do so at the physical library or on other web sites. The result also confirms the importance of taking human factors into account when studying serendipity. The patrons who said they didn’t experience serendipity at the physical library or on other web sites, didn’t experience it at the digital library either – or at least only partially. However, the patrons who didn’t experience serendipity at the digital library still did so in other environments. A digital library is an environment with many possibilities for serendipitous encounters and discoveries, but what is missing is a better understanding of how serendipity can actually help in finding information. By teaching patrons to actively seek out serendipity, and by offering a serendipitous digital environment in which to do so, the library can further information literacy in our society.
5

Corpo nu fotografado e autofotografado em ambientes digitais : discursividades e produção de subjetividade

Nicaretta, Fernanda January 2017 (has links)
A circulação do corpo nu fotografado e autofotografado em ambientes digitais (como em redes sociais, blogs, aplicativos de troca de mensagem) dispara à/a produção discursiva. Um encontro entre o sujeito e elementos que possibilitam a produção e o compartilhamento daquilo que passa a ser nomeado como “nude”, um encontro pensado enquanto produtor de subjetividade no contemporâneo. Com inspiração cartográfica, um percorrer rizomático por links foi sendo traçado, possibilitando a aproximação com textos, imagens, músicas, vídeos, páginas da internet, registradas em Diários de campo. Tais registros ofereceram elementos à pesquisa, os quais foram sendo trabalhados em composição com teorizações foucaultianas, além de outros autores que pensam a produção de discursos e de subjetividade. A identificação do enunciado “manda nude” constituiu-se no processo de análise dos materiais. Tal movimento incitou a abordagem uma série de aspectos, como o conjunto de práticas em um momento histórico, possibilitam que certas imagens sejam nomeadas como nude(s) e que verdades sejam produzidas a partir disso. No âmbito desta prática, foram traçadas discussões sobre formas e forças que operam no campo, produzindo e fazendo circular discursos sobre os nudes, perpassados, por exemplo, pela questão do humor e também pela constituição de um certo tipo de “expertise”. Nas considerações finais, a produção de subjetividade agenciada e a potência de atualização na interface do corpo com as tecnologias disponíveis para o seu registro foram retomadas. / The sharing of the naked body in photographed or self-photographed in digital environments (such as in social networks, blogs, messaging applications) it triggers the discursive production. A date between the subject and elements who are able to make the production and sharing of what is named as “nude”, a thought meeting as producer of subjectivity in the contemporary. With cartographic inspiration, a rhizomatic journey through links for sale, allowing an approximation with texts, images, songs, videos, internet pages, recorded in field journals. Such recordings offered elements to the research, which has been worked in composition with Foucault theorizations, as well as other authors who think about the production of discourses and subjectivity. The identification of the statement "send nudes" was constituted in the process of material analysis. Such movement prompted an approach to a number of terms, such conditions and compositions, at this historical moment, enable that certain images are named as nude(s) and that truths are produced from it. In the sphere of this practice, discussions were made about forms and forces operating in the field, producing and making circular speeches about the nudes, pass through, for example, for the sake of humor and also for the constitution of a certain type of "expertise”. In the final considerations, a production of advised subjectivity and a power of updating in the interface of the body with technologies available for its registration were resumed.
6

Inteligência coletiva: manifestações nos ambientes digitais / Collective intelligence: manifestations in digital environments

Franco, Angela Halen Claro [UNESP] 30 January 2018 (has links)
Submitted by ANGELA HALEN CLARO FRANCO (angelahalen@gmail.com) on 2018-02-15T18:53:17Z No. of bitstreams: 1 Inteligência coletiva_manifetações nos ambientes digitais__Angela Halen Claro Franco_Depósito Definitivo.pdf: 1897727 bytes, checksum: d474074df94bff0a9ec484191f272132 (MD5) / Approved for entry into archive by Satie Tagara (satie@marilia.unesp.br) on 2018-02-16T11:37:48Z (GMT) No. of bitstreams: 1 franco_ahc_dr_mar.pdf: 1897727 bytes, checksum: d474074df94bff0a9ec484191f272132 (MD5) / Made available in DSpace on 2018-02-16T11:37:48Z (GMT). No. of bitstreams: 1 franco_ahc_dr_mar.pdf: 1897727 bytes, checksum: d474074df94bff0a9ec484191f272132 (MD5) Previous issue date: 2018-01-30 / Não recebi financiamento / Os estudos em inteligência coletiva têm revelado que as atividades dos indivíduos em grupos apresentam diferentes manifestações, as quais podem ser identificadas como compartilhamento, cooperação e ação coletiva. Defende-se como tese que quanto maior o nível de comprometimento de uma determinada comunidade, maiores as possibilidades da inteligência coletiva resultar em produção de conteúdo; quanto mais possibilidades de produção objetiva de conteúdo, maior a presença direta da Ciência da Informação, e quanto menos produção objetiva de conteúdo mais desafiadora é a atuação dessa ciência, uma vez que sua atenção será sobre os processos de informação. Dessa forma, pretende-se propor um arcabouço epistemológico para a reflexão da inteligência coletiva no âmbito dos estudos em Informação e Tecnologia. Para tanto, a partir de uma pesquisa exploratória, conduzida pelo aspecto bibliográfico, o estudo se propôs a investigar as diferentes manifestações da inteligência coletiva – o compartilhamento, a cooperação e a ação coletiva; definir um modelo para a análise de ambientes digitais que aparentam a cultivação da inteligência coletiva; compreender a trajetória evolutiva dos ambientes digitais que tiveram como foco a inteligência coletiva; analisar, mediante ao modelo criado, os ambientes digitais definidos. Os ambientes selecionados para análise foram o YouTube, Facebook e a Wikipédia. Observou-se que as manifestações analisadas são variáveis que compõem a inteligência coletiva, e que os ideais de inteligência coletiva são observáveis na trajetória das tecnologias computacionais até o desenvolvimento dos softwares sociais. Por meio do modelo construído, foi observado que o compartilhamento foi a manifestação predominante nas redes sociais analisadas, e que a cooperação, expressa pela produção colaborativa, foi a manifestação que obteve mais evidência no âmbito da Wikipédia. Notou-se que, no contexto dos ambientes digitais que se apropriam da inteligência coletiva, as preocupações da Ciência da Informação ora se direcionam para suas práticas centrais, voltadas para a organização e representação de conteúdos objetivos dotados de valor semântico, ora para a compreensão de processos de informação e comportamento de usuários nos ambientes de informação. / The studies in collective intelligence have revealed that the activities of individuals in groups present different manifestations, which can be identified as sharing, cooperation and collective action. It is defended as thesis that the greater the level of commitment of a determined community, the greater the possibilities of the collective intelligence result in the objective production of content; the more possibilities of objective production of content, the greater the direct presence of Information Science, and the less objective production of content more challenging is the performance of this science, since its attention will be on information processes. In this way, its intend to propose an epistemological framework for the reflection of collective intelligence in the scope of studies in Information and Technology. To do so, based on an exploratory research, steering by the bibliographical aspect, the study proposed to investigate the different manifestations of collective intelligence - sharing, cooperation and collective action; to define a model for the analysis of digital environments that appear to cultivate collective intelligence; to understand the evolutionary trajectory of digital environments that focused on collective intelligence; to analyze, through the created model, the defined digital environments. The environments selected for analysis were YouTube, Facebook, and Wikipedia. Its observed that the analyzed manifestations are variables that make up the collective intelligence, and that the ideals of collective intelligence are observable in the trajectory of computational technologies until the development of social software. Through the built model, its observed that sharing was the predominant manifestation in the analyzed social networks, and that the cooperation, expressed by the collaborative production, was the manifestation that obtained the most evidence within Wikipedia. Its noted that, in the context of digital environments that appropriate collective intelligence, the concerns of Information Science sometimes are focused on its central practices, aimed at organization and representation of objective content endowed with semantic value, and sometimes to understanding of information processes and user behavior in information environments.
7

Corpo nu fotografado e autofotografado em ambientes digitais : discursividades e produção de subjetividade

Nicaretta, Fernanda January 2017 (has links)
A circulação do corpo nu fotografado e autofotografado em ambientes digitais (como em redes sociais, blogs, aplicativos de troca de mensagem) dispara à/a produção discursiva. Um encontro entre o sujeito e elementos que possibilitam a produção e o compartilhamento daquilo que passa a ser nomeado como “nude”, um encontro pensado enquanto produtor de subjetividade no contemporâneo. Com inspiração cartográfica, um percorrer rizomático por links foi sendo traçado, possibilitando a aproximação com textos, imagens, músicas, vídeos, páginas da internet, registradas em Diários de campo. Tais registros ofereceram elementos à pesquisa, os quais foram sendo trabalhados em composição com teorizações foucaultianas, além de outros autores que pensam a produção de discursos e de subjetividade. A identificação do enunciado “manda nude” constituiu-se no processo de análise dos materiais. Tal movimento incitou a abordagem uma série de aspectos, como o conjunto de práticas em um momento histórico, possibilitam que certas imagens sejam nomeadas como nude(s) e que verdades sejam produzidas a partir disso. No âmbito desta prática, foram traçadas discussões sobre formas e forças que operam no campo, produzindo e fazendo circular discursos sobre os nudes, perpassados, por exemplo, pela questão do humor e também pela constituição de um certo tipo de “expertise”. Nas considerações finais, a produção de subjetividade agenciada e a potência de atualização na interface do corpo com as tecnologias disponíveis para o seu registro foram retomadas. / The sharing of the naked body in photographed or self-photographed in digital environments (such as in social networks, blogs, messaging applications) it triggers the discursive production. A date between the subject and elements who are able to make the production and sharing of what is named as “nude”, a thought meeting as producer of subjectivity in the contemporary. With cartographic inspiration, a rhizomatic journey through links for sale, allowing an approximation with texts, images, songs, videos, internet pages, recorded in field journals. Such recordings offered elements to the research, which has been worked in composition with Foucault theorizations, as well as other authors who think about the production of discourses and subjectivity. The identification of the statement "send nudes" was constituted in the process of material analysis. Such movement prompted an approach to a number of terms, such conditions and compositions, at this historical moment, enable that certain images are named as nude(s) and that truths are produced from it. In the sphere of this practice, discussions were made about forms and forces operating in the field, producing and making circular speeches about the nudes, pass through, for example, for the sake of humor and also for the constitution of a certain type of "expertise”. In the final considerations, a production of advised subjectivity and a power of updating in the interface of the body with technologies available for its registration were resumed.
8

Corpo nu fotografado e autofotografado em ambientes digitais : discursividades e produção de subjetividade

Nicaretta, Fernanda January 2017 (has links)
A circulação do corpo nu fotografado e autofotografado em ambientes digitais (como em redes sociais, blogs, aplicativos de troca de mensagem) dispara à/a produção discursiva. Um encontro entre o sujeito e elementos que possibilitam a produção e o compartilhamento daquilo que passa a ser nomeado como “nude”, um encontro pensado enquanto produtor de subjetividade no contemporâneo. Com inspiração cartográfica, um percorrer rizomático por links foi sendo traçado, possibilitando a aproximação com textos, imagens, músicas, vídeos, páginas da internet, registradas em Diários de campo. Tais registros ofereceram elementos à pesquisa, os quais foram sendo trabalhados em composição com teorizações foucaultianas, além de outros autores que pensam a produção de discursos e de subjetividade. A identificação do enunciado “manda nude” constituiu-se no processo de análise dos materiais. Tal movimento incitou a abordagem uma série de aspectos, como o conjunto de práticas em um momento histórico, possibilitam que certas imagens sejam nomeadas como nude(s) e que verdades sejam produzidas a partir disso. No âmbito desta prática, foram traçadas discussões sobre formas e forças que operam no campo, produzindo e fazendo circular discursos sobre os nudes, perpassados, por exemplo, pela questão do humor e também pela constituição de um certo tipo de “expertise”. Nas considerações finais, a produção de subjetividade agenciada e a potência de atualização na interface do corpo com as tecnologias disponíveis para o seu registro foram retomadas. / The sharing of the naked body in photographed or self-photographed in digital environments (such as in social networks, blogs, messaging applications) it triggers the discursive production. A date between the subject and elements who are able to make the production and sharing of what is named as “nude”, a thought meeting as producer of subjectivity in the contemporary. With cartographic inspiration, a rhizomatic journey through links for sale, allowing an approximation with texts, images, songs, videos, internet pages, recorded in field journals. Such recordings offered elements to the research, which has been worked in composition with Foucault theorizations, as well as other authors who think about the production of discourses and subjectivity. The identification of the statement "send nudes" was constituted in the process of material analysis. Such movement prompted an approach to a number of terms, such conditions and compositions, at this historical moment, enable that certain images are named as nude(s) and that truths are produced from it. In the sphere of this practice, discussions were made about forms and forces operating in the field, producing and making circular speeches about the nudes, pass through, for example, for the sake of humor and also for the constitution of a certain type of "expertise”. In the final considerations, a production of advised subjectivity and a power of updating in the interface of the body with technologies available for its registration were resumed.
9

Texter i digitala miljöer : En kvalitativ intervjustudie om svensklärares perspektiv på kursplanens formulering texter i digitala miljöer i ämnet svenska. / Texts in digital environments : A qualitative interview study of teachers' perspective of the wording texts in digital environments in the syllabus for the Swedish subject.

Ljungqvist, Jenny January 2022 (has links)
Texter i digitala miljöer är en formulering som framkommer i kursplanen för svenskämnet. Formuleringen kan innefatta många olika slags texter och det är därför möjligt att formuleringen tolkas olika av lärare. Syftet med studien är därför att undersöka hur fyra svensklärare i årskurs 4–6 beskriver formuleringen texter i digitala miljöer och hur de arbetar med det i praktiken, för att söka efter möjlig variation i lärarnas svar. Studien grundar sig i en kvalitativ undersökning som gjorts genom semistrukturerade intervjuer. Syftet med studien är att undersöka lärares beskrivningar av en formulering, och därför inspireras studien av fenomenografi. Vygotskijs sociokulturella perspektiv presenteras och centrala begrepp inom perspektivet tas upp, mediering, scaffolding och kreativt skapande nämns som väsentlig utgångspunkt i studien.  Resultatet tyder på att formuleringen delvis är svårtolkad och att lärare ger olika beskrivningar av formuleringen, dock framgår det att tre av fyra lärare trots det, arbetar på ett likvärdigt sätt. Det som skiljer sig är huruvida de bedömer elevers estetiska uttrycksätt i de digitala texterna eller inte. Lärarna lyfter den skrivna texten som prioritet i elevernas arbete och bedömning. När det kommer till texter i digitala miljöer är det främst att lära eleverna att vara källkritiska som är i fokus. Multimodalitet är centralt i många texter i digitala miljöer och påverkar hur en text tolkas, vilket kräver en annan typ av läskunnighet och kunskap i att skapa texter i digitala miljöer. Trots det och att det framgår i kommentarmaterialet för svenska kursplanen, att eleverna behöver jämföra multimodala texter med texter av bara ord, nämns inte denna aspekt av lärarna i denna studie. / Texts in digital environments is a wording that appears in the syllabus for the Swedish subject. The wording could include many different types of texts, and it is possible that the wording is interpreted differently among the teachers. The aim of the study is, therefore, to explore how four teachers that teach the Swedish subject in grades 4-6, describe the wording text in digital environments and how they work with this in practice, to see how it differs. The study is based on a qualitative study conducted through semi-structured interviews. The purpose of the study is to examine teachers’ different descriptions of a formulation, and therefore the study is inspired by a phenomenography. Vygotskij’s sociocultural perspective is presented, and key concepts within the perspective are addressed, mediation, scaffolding and creative creation are mentioned as an essential point of departure in the study.  The result indicates that the wording is partly difficult to interpret and that teachers give different descriptions of the wording, despite this, it appears that three out of four teachers teach in an equivalent way. The difference appears instead to be whether the teachers assess students’ aesthetic expressions in the digital texts. Teachers highlight the written texts as a priority in students’ work and assessment. When it comes to texts in digital environments, it is mainly teaching pupils to be critical of sources in focus. Multimodality is central to many texts in digital environments and affects how a text is interpreted, which requires a different type of literacy and knowledge in creating texts in digital environments. Despite this and the fact that it appears in the commentaries for the Swedish syllabus that pupils need to compare multimodal texts with texts of only words, this aspect is not mentioned by the teachers in this study.
10

Digital Co-Design : Designing for Remote Co-design in Digital Settings

Siebeneicher, Hannes January 2022 (has links)
The aim of this thesis is to through a series of co-design explorations develop guidelines for how analogue co-design methods and tools can be digitalized and used for the initial phase of a co-design process in remote settings. To nurture the discussion around how co-design practices can be digitalized several aspects are investigated and focused upon, presenting an overview of relevant factors for future researchers to delve deeper into.  Found challenges revolve around the lack of a shared physical environment, the implementation of physical materials and sketching, and the building of trust and relationships in remote settings.  The final product of this thesis is a set of guidelines that have been established through a series of co-design explorations drawing on perspectives found in both academia and the current industry.

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