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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.
41

Estratégias para gravação e reprodução de experiência tridimensional em telemedicina

Oliveira, Sarah Soares de 03 October 2014 (has links)
Submitted by Viviane Lima da Cunha (viviane@biblioteca.ufpb.br) on 2016-02-15T12:04:15Z No. of bitstreams: 1 arquivototal.pdf: 2179152 bytes, checksum: f6a80c3412db9a464131b2373d2490d0 (MD5) / Made available in DSpace on 2016-02-15T12:04:15Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 2179152 bytes, checksum: f6a80c3412db9a464131b2373d2490d0 (MD5) Previous issue date: 2014-10-03 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq / The use of Computer Graphics techniques in Telemedicine systems can enrich the streaming videos of surgeries, facilitating the understanding of patients' problems, improving communication between surgeons and the medical team and providing improvements in teaching and learning. The purpose of this work is to prepare and develop a strategy for recording 3D experience that simulates the anatomical structures of the human body, performed during a surgical transmission in real time. This multimedia experience generated by multiple streams of video, audio and 3D models is relevant to medical students that watch the transmission, both live and non-simultaneous form. In this scenario, emerges the need of a strategy to enable the recording of the 3D experience in the context of the Arthron tool, which already has modules that allows recording audio and video streams transmitted in real time surgeries, but not the 3D experience. Thus, a multimedia system can use the proposed strategy to record some extra content transmitted in real time that subsequently needs to be played again. With this strategy, we intend to make a larger amount of members of medical teams to have access to materials generated by multimedia streams in real time, providing an extensive training program, independent of geographical distances. / A utilização de técnicas de Computação Gráfica em conjunto com sistemas de Telemedicina pode enriquecer as transmissões de vídeos de cirurgias, facilitar o entendimento dos problemas dos pacientes, melhorar a comunicação entre os cirurgiões e toda a equipe médica e prover melhorias em relação ao ensino e à aprendizagem. O objetivo deste trabalho é elaborar e desenvolver uma estratégia para gravação e reprodução de conteúdo tridimensional que simula as estruturas anatômicas do corpo humano, utilizados durante uma transmissão cirúrgica em tempo real. A experiência multimídia gerada pelos múltiplos fluxos de áudio, vídeo e modelos 3D é de grande relevância para os estudantes de Medicina que acompanham a transmissão, tanto ao vivo quanto de forma não simultânea e subsequente ao procedimento cirúrgico. Diante desse cenário, surge a necessidade de uma estratégia para viabilizar a gravação da experiência 3D no contexto da ferramenta Arthron, que já possui módulos para gravação de áudio e vídeo de cirurgias transmitidas em tempo real, mas não abrangem a gravação da experiência tridimensional. Assim, um sistema multimídia poderá utilizar a estratégia proposta para gravar algum conteúdo extra transmitido ao vivo e que posteriormente necessite ser reproduzido. Com a estratégia proposta, pretende-se fazer com que uma maior quantidade de membros de equipes médicas possa ter acesso a materiais gerados através de fluxos multimídia em tempo real, promovendo uma ampla capacitação independente de distâncias geográficas.
42

On the regulation of cloud computing contracts / Clarice Marinho Martins de Castro

Castro, Clarice Marinho Martins de 31 January 2014 (has links)
Submitted by Nayara Passos (nayara.passos@ufpe.br) on 2015-03-11T19:03:04Z No. of bitstreams: 2 TESE Clarice Marinho de Castro.pdf: 2687041 bytes, checksum: dce1690dc5de11a21995358c7edaae0a (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) / Made available in DSpace on 2015-03-11T19:03:05Z (GMT). No. of bitstreams: 2 TESE Clarice Marinho de Castro.pdf: 2687041 bytes, checksum: dce1690dc5de11a21995358c7edaae0a (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2014 / CAPES / A computação em nuvem encontra-se rapidamente se desenvolvendo e oferecendo inúmeras vantagens à indústria da Tecnologia da Informação (TI). Ela tem permitido a realização do antigo sonho da computação tornar-se uma ‘utilidade’. Todavia, esta realidade apresenta riscos e desafios em diferentes áreas, sobretudo no âmbito legal, e nos contratos de consumo em particular. Assim, considerando a complexidade da computação em nuvem, torna-se essencial a busca de um menor grau de incerteza na relação fornecedor-consumidor. A presente pesquisa tem por objetivo analisar e caracterizar as transações de computação em nuvem, tanto nos contratos de serviço, como nos contratos de fornecimento de conteúdo digital. Para tanto, esta tese examinará legislações de natureza internacional e nacional, bem como contratos, que poderão ser utilizados na regulamentação das atividades em nuvem no Brasil. De início, será realizada uma apreciação crítica quanto à possibilidade de aplicação da legislação relativa a um "Direito Europeu Comum de Compra" - denominada na língua inglesa de “Common European Sales Law (CESL) - nos contratos de fornecimento de conteúdo digital realizados entre o Brasil e os Países Membros da União Européia. Em seguida, serão examinadas algumas regras gerais presentes no Código de Defesa do Consumidor brasileiro a fim de ser discutida a aplicabilidade do referido Código nos contratos de computação em nuvem. Por fim, serão estudados três contratos de computação em nuvem oferecidos pelo Google no Brasil com o objetivo de apontar os sérios riscos apresentados para os consumidores ao firmar tais acordos, bem como a adequação de tais instrumentos em face da legislação nacional. / The paradigm of cloud computing has been developing quickly and offers many new advantages to the information technology industry. It is turning the long-held dream of computing as a utility, into a reality. However, it also poses risks and challenges in different fields, especially in the legal area, that may affect the stakeholders of this market. Given the complexity of cloud computing, it is essential to assure that there is little uncertainty in the provider-consumer relationship. This research aims to analyse and characterise cloud computing transactions from a legal perspective, both as a service contract, and as a contract for the provision of digital content. Thus, in this thesis we examine international and national legislation, as well as contracts, which may govern the relationship between cloud stakeholders. Given the international and cross-border nature of the proposed Common European Sales Law (CESL), which may eventually be applied between Brazilian and European contracts, and due to the legal rules which it is based sharing some similarities to the civil law system in Brazil, we begin offering a critical view of the possibility of applying this proposal on a Common European Sales Law to some cloud computing transactions when they supply digital content. Next, we turn to examine whether the Brazilian Consumer Protection Code (CDC), with its existing general rules relating to ‘goods’ and ‘services’, and some other definitions, could be broad enough to cover the necessities of cloud consumers in Brazil. Lastly, we examine the issue of regulating cloud computing through contract. In particular, we identify a set of key legal issues to be considered by consumers when entering into a cloud contract. In order to illustrate their importance, we perform a detailed evaluation of some Google cloud-based agreements to check if they are compatible with existing laws in Brazil.
43

Uma proposta para organização e uso do conteúdo digital / A proposal for organization and use of digital content

Feitosa, Vanessa Maria Mota 13 March 2006 (has links)
Made available in DSpace on 2015-04-11T14:03:03Z (GMT). No. of bitstreams: 1 Vanessa Maria Mota Feitosa.pdf: 1862092 bytes, checksum: 485ab290ac9da13daf2a7db005b38dc9 (MD5) Previous issue date: 2006-03-13 / This work reports an investigation on how Digital Contents with video as main catalizer can be organized and used. After a characterization of a specific scenario for contents production, we present a representation based on Learning Objects, suitable to agregate different elements to the video. A derivation of Learning Object Metadata (LOM-RDC), was defined and used to develop a prototype of a wrap and rewrap Web-based tool that allowed us to verify our proposal feasibility as well as to infer ways of integration with existing virtual environments. / Esse trabalho relata uma investigação em como o Conteúdo Digital que tem o vídeo como elemento agregador, pode ser organizado e utilizado. Após a caracterização de um cenário diferenciado de produção de material, propõe-se uma representação baseada em Objetos de Aprendizagem adequada á integração de diferentes elementos ao vídeo. Uma extensão do Learning Object Metadata (LOM-RDC) foi definida e utilizada no desenvolvimento do protótipo de uma ferramenta de empacotamento e esempacotamento baseada na Web, a qual permitiu verificar a factibilidade da proposta e inferir formas de integração a ambientes virtuais já existentes.
44

Aktuální otázky autorského práva EU : proměny autorského práva v informační společnosti / Topical issues of EU copyright law: transformation of law in the information society

Mudra, Tomáš January 2015 (has links)
Title of the thesis: Current issues of the copyright of the EU: transformation of the copyright in the information society The aim of this master's thesis is to analyse the current issues of the copyright of the EU and identify possible future trends, which should find their way to the upcoming third wave of harmonisation by European Commission. Therefore the master's thesis is based on the analysis of the issues identified for the revision of European copyright by European Commission itself in the recent public consultation. The issues were analysed in three steps to attend the aim. Firstly, the scope of identified issues for revision of the law is analysed. It was assumed, that the issues presented by Commission are requesting legislative action because of the lack of applicable solutions or due to high rate of legal uncertainty. Secondly, the current state of European copyright in issues was tested for striking the fair balance of stakeholder in the light of the utilitarian theory of copyright. Based on the previous two steps, possible future trends recommendable for the revision of the European Copyright were identified. Therefore, the main aim of the master's thesis was achieved successfully. Mostly due to still existing juridical solutions, the original premise about the scope of issues being...
45

How can B2B companies optimize their marketing and sales efforts in the customer journey with digital means? : A case study with a Swedish manufacturing company.

Svensson, Lisa, Eriksson, Sanna January 2022 (has links)
Rapid digital transformation, accelerated by covid-19 and a younger, more digital workforce, has changed the B2B sales environment affecting customer behavior, business practices and technologies. To adapt to this change B2B companies need to create new endeavors that connect marketing and sales activities, and identify how these can be efficiently enhanced by technology and digital tools. There is a need to identify effective tactics in different phases of the marketing and sales process. Consequently, more academic research is needed to investigate critical issues that technology may have in the B2B buying process. This paper thereby aims to establish a framework for B2B companies on how to optimize the customer journey by supporting the sales process with digital inbound marketing. This is examined by looking at how B2B companies can optimize the sales process by targeting customers’ needs with relevant actions throughout the customer journey with the help of technology and digital means. The results of this exploratory single case study demonstrates that the customer journey is complex with several touchpoints, and to create optimized processes, the customer journey must be adapted to each specific customer segment. Further, the study also contributes to the literature by demonstrating the importance of the marketing and sales departments being integrated and working together to create efficient processes. The presented framework for a customer journey can be used by managers to visualize the sales process, and identify at what stages the process can be made more efficient by digital means.
46

Estrategias generadoras de contenido en Stories de Instagram: el caso de OPI Perú 2020 / Content-generating strategies in Instagram Stories: the case of OPI Peru 2020

Chávez Kudó, Silvia Teresa 06 January 2021 (has links)
La gran cantidad de colaboraciones marca-influencer evidenciadas diariamente en redes sociales, especialmente en la plataforma de Instagram a través de los Stories, son los indicadores de la proliferación de la actividad publicitaria que permite esta herramienta. Los anunciantes buscan estas colaboraciones, pero son los influencers quienes diseñan el contenido digital adaptándolo a las herramientas de la plataforma, sus preferencias y su público. Ante ello, los anunciantes recurren a estrategias de comunicación con diversos estímulos que generan y direccionan el contenido del influencer. Este estudio tiene como objetivo analizar el contenido generado por influencers en Stories de Instagram en el marco del Lanzamiento de la Colección México 2020 de OPI Perú, como respuesta a los diferentes estímulos que formaron parte de la estrategia de comunicación de la marca. La metodología utilizada ha sido de carácter cualitativo y ha supuesto levantar la información de Insta-Stories, identificando las herramientas de la plataforma desde la efectividad que cada una de ellas representa para los anunciantes, generando una sistematización y análisis a profundidad de herramientas digitales actuales y sus beneficios específicos en las colaboraciones con influencers. / The large number of brand-influencer collaborations evidenced daily on social networks, especially on the Instagram platform through Stories, are indicators of the proliferation of advertising activity that this tool allows. Advertisers look for these collaborations, but it is the influencers who design the digital content adapting it to the platform's tools, their preferences and their audience. Given this, advertisers resort to communication strategies with various stimuli that generate and direct the influencer's content. This study aims to analyze the content generated by influencers in Instagram Stories within the framework of the Launch of the Mexico 2020 Collection of OPI Peru, in response to the different stimuli that were part of the brand's communication strategy. The methodology used has been of a qualitative nature and has involved raising the Insta-Stories information, identifying the platform tools from the effectiveness that each one of them represents for advertisers, generating a systematization and in-depth analysis of current digital tools and its specific benefits in collaborations with influencers. / Tesis
47

Influencia de factores de usabilidad en la intención de compra de ropa casual en línea

Casella Azañedo, Gianella Alexandra, Laveriano Borda, Sheraly Deysi 18 December 2021 (has links)
El presente trabajo se ha realizado con el propósito de conocer las variables influyentes en la intención de compra de ropa en línea teniendo como población de la muestra a 400 consumidores entre 20 y 40 años de Lima Metropolitana en el Perú. Así pues, se explica la relación entre las variables calidad de sitio web, calidad de contenido y privacidad, confianza e intención de compra, las cuales son factores con mayor relevancia en las compras en línea. Además, se formularon las hipótesis y se planteó el modelo de investigación. Para recopilar información de los consumidores, se utilizó la encuesta como método cuantitativo. De este modo, a través del análisis de resultados PLS-SEM, se verifica la validez del modelo y finalmente, se discute la relación entre las variables dependientes e independientes y se concluye que calidad de sitio web y calidad contenido son las variables más influyentes en la intención de compra. Este estudio permite a los nuevos negocios en línea, identificar estas variables en su sitio web y mejorar la experiencia de compra a sus clientes. / The present work has been carried out with the purpose of knowing the influential variables in the intention to buy clothes online having a population of the sample 400 consumers between 20 and 40 years of Metropolitan Lima in Peru. Thus, the relationship between the variables website quality, content quality and privacy, trust and purchase intention, which are factors with greater relevance in online purchases, is explained. In addition, with the research model the hypotheses were formulated. To collect information from consumers, the survey was used as a quantitative method. In this way, through the analysis of PLS-SEM results, the validity of the model is verified and finally, the relationship between the dependent and independent variables is discussed and it is concluded that website quality and content quality are the most influential variables in the purchase intention. This study allows new online businesses to identify these variables on their website and improve the shopping experience for their customers. / Tesis / PE
48

Internationalization: A Look Into How Content Creation is Able to Create Brand Awareness When Entering New International Markets

Killander, Elias, Ehn, Anton, Steinlechner, Joshua January 2020 (has links)
A large number of changes in the world of business has led to increased attention directed towards business-to-business (B2B) branding. Companies have gradually shifted their marketing efforts to the Internet and social media in order to create brand awareness when entering new international markets. Existing research and literature on how content creation can be used when entering a new market is, however, scarce. This thesis therefore identifies and describes how digital content creation has been, and can be, used when entering a new foreign market in order to create brand awareness. To achieve this, interviews with marketing directors in internationally operating companies were conducted in a qualitative manner. The results reveal that all the companies use digital content marketing when entering a new market, confirming pre-existing theories. It was also revealed that creating brand awareness is the most challenging part when entering a foreign market. It became evident that engaging the target audience and encouraging user generated content using DCM is both beneficial and effective when entering new foreign markets.
49

Diffusion of E-textbooks in K-12 Education: A Delphi Study

Cartwright, Sheila 01 January 2015 (has links)
This basic interpretive qualitative study was conducted to discover why e-textbooks had not been adopted extensively in K-12 education as a replacement for printed textbooks. The objective was to determine the barriers and challenges being confronted by state educational technology directors when introducing this innovative technology in a formal learning environment that could greatly impact teaching, learning, and creative analysis. This research was based on diffusion of innovation theory using a Delphi method of inquiry. The Delphi panel consisted of 12 experts who had knowledge of digital text technologies and were the most influential when making purchasing decisions when introducing new technologies into a K-12 instructional setting. The Delphi questionnaire consisted of 2 initial rounds and the final consensus round (for a total of 3 rounds) that determined the panel's reasoning for the late adoption of e-textbooks in K-12 classrooms. The results of this study clearly identified cost and equipment management in addition to the lack of supportable funding to sustain e-textbook technologies as the major reasons hindering their adoption. This study promotes positive social change by providing decision-makers an opportunity to reflect on the challenges impacting their adoption of e-textbooks in K-12 education so they can work towards a solution. This can be accomplished by appointing visionary leaders on the state and local levels who can develop a strategic plan to initiate the transition from printed materials to digital content that are relevant, flexible, and educational. Thus, new policies could be implemented that would provide funding flexibility to finance the acquisition of devices to support digital content and allocate funding that can help to sustain them.
50

Learning in physics with simulation : Students’ needs & perceptions of the interaction with Algodoo, and learning in physics / Lärande i fysik med hjälp av simulering

Koyuncu, Seyma Ikra January 2023 (has links)
Initiatives to implement computational thinking and science, technology, engineering & modelling into learning processes have been taken by many authorities worldwide, and in Sweden as well. The Swedish government made changes in the high school curriculum in order to develop student’s digital competence including programming which has been in force since June 2018 (Skolverket, 2018). The new curriculum, K9, sets challenges for both students and teachers that can be tackled with studies that point out the difficulties and the fields which require more time and work on learning materials used by schools. Digital simulations are fast becoming a key instrument in school education and several attempts to show and understand the outcome of the usage of simulations have been done recently. Previous studies report that the usage of Algodoo and other simulations programs in physics education has positive effects on students. A considerable amount of literature has been published on computational thinking and simulations. These studies provide insights into how students can benefit from simulations in Algodoo to improve their digital thinking and performance in physics. A study that examines this topic is "Algodoo for Interactive Learning: Effects on Students’ Achievement and Motivation Towards Science'' by Aslı Saylan Kirmizigül (2021). The study investigates how the Algodoo software affects students' attitudes, motivation and performance in physics using both qualitative and quantitative methods. The results show that the students had positive attitudes towards Algodoo and that the use of the software had a positive effect on the students' performance and their computational thinking. Another study on the subject by Elias Euler and Bor Gregorcic ”Never far from shore: productive patterns in physics students' use of the digital learning environment Algodoo” shows that simulations can improve students' understanding of physical concepts and help them develop a deeper understanding of the subject. (Euler & Gregorcic, 2020). This study examines high school students' computational thinking experience and perception, and their learning process and outcomes through the visual simulation program, Algodoo. The study was carried out in a physics class in Stockholm with one specific topic, optical density, and light propagation through different mediums. This is a case study with second- and third-year high school students and the data collected by researchers. Smart boards and personal computers were used to construct the demonstration. The participants' experiences and thoughts were documented in a questionnaire and observations, followed by an interview. The questionnaire consists of fifteen open-ended questions, and the verbal interviews were without any specific leading questions. The study used qualitative methods to collect and analyse primary data. / Initiativet för att implementera datalogiskt tänkande och vetenskap, teknik, ingenjörskonst & modellering i lärandeprocesser har tagits av många myndigheter över hela världen och även i Sverige. Den svenska regeringen gjorde ändringar i gymnasieskolans läroplan för att utveckla elevernas digitala kompetens inklusive programmering som trädde i kraft efter juni 2018 (Skolverket, 2018). Läroplanen för gymnasieskolan har som mål att eleven ska kunna ”använda såväl digitala som andra verktyg och medier för kunskapssökande, informationsbearbetning, problemlösning, skapande, kommunikation och lärande”, (Skolverket). Detta mål ställer både elever och lärare i utmaningar som kan hanteras med studier som pekar på svårigheterna och de områden som kräver mer tid och arbete med läromedel som används av skolor. Digitala simuleringar håller snabbt på att bli ett nyckelinstrument i skolundervisningen och flera försök att visa och förstå resultatet av användningen av simuleringar har gjorts i av många forskare.Tidigare studier rapporterar att användningen av Algodoo och andra simuleringsprogram i fysikundervisningen har positiva effekter på eleverna. Dessa studier ger insikter i hur elever kan dra nytta av simuleringar i Algodoo för att förbättra sitt datologisk tänkande och prestanda inom fysik. Enstudie som undersöker detta ämne är "Algodoo for Interactive Learning: Effects on Students Achievement and Motivation Towards Science'' av Aslı Saylan Kirmizigül (2021). Studien undersöker hur Algodoo-mjukvaran påverkar elevernas attityder, motivation och prestation i fysik med hjälp av både kvalitativa och kvantitativa metoder. Resultaten visar att eleverna hade positiva attityder till Algodoo och att användningen av mjukvaran hade en positiv effekt på elevernas prestationer och deras datalogiskt tänkande. En annan studie av Elias Euler och Bor Gregorcic ”Aldrig långt från land: produktiva mönster i fysikstudenters användning av den digitala lärmiljön Algodoo” visar att simuleringar kan förbättra elevernas förståelse för fysiska begrepp och hjälpa dem att utveckla en djupare förståelse av ämnet (Euler & Gregorcic, 2020). Den här studien undersöker gymnasieelevers erfarenhet och uppfattning av datalogiskt tänkande och deras inlärningsprocess och dess resultat genom ett visuellt simuleringsprogram, Algodoo. Studien hade ägt rum i en fysikklass med ett specifikt ämne, optisk densitet och ljusspridning genom olika medier. Detta är en fallstudie med andra och tredje års gymnasieelever och data som samlats in av skribenten. Smartboard och persondatorer hade använts för att konstruera demonstrationen. Deltagarnas erfarenheter och tankar hade dokumenterats i ett frågeformulär, observationer och intervju efteråt. Enkäten består av femton öppna frågor och de verbala intervjuerna är utan några specifika ledande frågor. Studien använde kvalitativa metoder för att samla in och analysera primärdata.

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