• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 3
  • 1
  • 1
  • 1
  • Tagged with
  • 5
  • 5
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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

GT-R 2045: Perpetual Evolution / GT-R 2045: Perpetual Evolution

Hur, James January 2015 (has links)
This concept explores a new way to blend the physical and digital life driving as well as the ownership experience of a sports vehicle in 2045, when shared autonomous cars will be the norm. New market analysis, brand research, artistic exploration, design ideation, digital form development and realization were implemented. The result is Le Mans inspired GT-R featuring central driving position with 3 passenger seats in a rhombus arrangement, for a more collective racecar experience together with family and friends. The exterior signifies the long-lasting value of Nissan craftsmanship while maintaining the joy of driving a highly advanced and responsible supercar
2

Digital life storytelling and dementia: linear narratives or lines of flight?

Capstick, Andrea, Ludwin, Katherine 17 September 2015 (has links)
Yes / Digital storytelling using a standard software package such as Photostory 3 can work to impose a linear format on a slideshow of visual images. By contrast the forms of self-expression adopted by people who have a diagnosis of dementia can often be digressive, circuitous and rhizomatic, corresponding more closely to Deleuze and Guattari’s concept of ‘lines of flight’. Preparatory to completing digital stories with ten people with a diagnosis of dementia who were living in a long-term social care environment, we used both linear (visual narrative) and non-linear (collaging) storyboarding techniques. This presentation draws on examples of both, together with extracts from one completed digital life story, to highlight why we need to avoid linear form dictating digital storytelling practice.
3

Uma aula no videogame

Silva, Leonardo M A 28 October 2013 (has links)
Made available in DSpace on 2016-04-29T14:23:21Z (GMT). No. of bitstreams: 1 Leonardo M A Silva.pdf: 2071300 bytes, checksum: 88695abd53493c4b9157c3fb161e716c (MD5) Previous issue date: 2013-10-28 / This Master research addresses the potential that games have to go beyond entertainment. Before thought of as a tool and object oriented exclusively for entertainment, games have become a media whose ways of interacting with your own content and content itself come to the attention of millions of people, creating situations and providing narrative possibilities, entertainment, cognitive allied its power playful and evocative. The research aims to regard the act of playing games with learning, as a form of expression of digital life, situating it as an ongoing act of thinking and way of living in the XXI century. Discusses some of the changes that digital media has brought to society and the role of games in this scenario, from the idea of digital life. Presents the arguments and reasons for believing that the digital life emerges as an extension to atomic life we know, and one of its possibilities lies in the production of games that allow you to study and reflect on human knowledge, as the result of experience through the act of playing can be integrated as a personal experience and add value to human life. Apply the concepts and examples in a model case of a proposal of a historic game, showing that the conceptual framework becomes crucial for the organization of a possible act of play / A presente pesquisa de mestrado aborda o potencial dos games de irem além de uma atividade de entretenimento. Antes eles eram pensados como ferramentas voltadas, exclusivamente, para a diversão. Os games tornaram-se uma mídia cuja maneira de interação com seu conteúdo e o próprio conteúdo em si chegaram ao conhecimento de milhões de pessoas propiciando situações e possibilidades narrativas, de entretenimento e de cognição que apresentam-se aliadas ao lúdico e evocativo. A pesquisa objetiva a relação do ato de jogar games como aprendizado, como uma das formas de expressão da vida digital, situando-se como um contínuo ato de reflexão e modo de existir no século XXI. Discute-se algumas das mudanças que a mídia digital trouxe para a sociedade e o papel dos games dentro deste cenário, a partir da ideia de vida digital. Apresentam-se os argumentos e razões para se pensar que a vida digital surge como uma extensão para a vida "atômica" que conhecemos e, em uma de suas possibilidades, reside na produção de games que permitem estudar e se refletir sobre o conhecimento humano. De fato, o resultado da experiência de se jogar pode ser integrado a uma experiência pessoal e agrega valor à vida humana. Este estudo aplica os conceitos apresentados em exemplos e num caso modelo que é uma proposta de game histórico, mostrando que a estrutura conceitual se faz fundamental para a organização de um possível ato de jogar
4

Impact of COVID-19 pandemic on information management research and practice: transforming education, work and life

Dwivedi, Y.K., Hughes, D.L., Coombs, C., Constantiou, I., Duan, Y., Edwards, J.S., Gupta, B., Lal, B., Misra, S., Prashant, P., Raman, R., Rana, Nripendra P., Sharma, S.K., Upadhyay, N. 27 September 2020 (has links)
Yes / The COVID-19 pandemic has forced many organisations to undergo significant transformation, rethinking key elements of their business processes and use of technology to maintain operations whilst adhering to a changing landscape of guidelines and new procedures. This study offers a collective insight to many of the key issues and underlying complexities affecting organisations and society from COVID-19, through an information systems and technological perspective. The views of 12 invited subject experts are collated and analysed where each articulate their individual perspectives relating to: online learning, digital strategy, artificial intelligence, information management, social interaction, cyber security, big data, blockchain, privacy, mobile technology and strategy through the lens of the current crisis and impact on these specific areas. The expert perspectives offer timely insight to the range of topics, identifying key issues and recommendations for theory and practice.
5

數位生活未來之發展與趨勢研究 -以仲琦科技為例 / Exploring the trend of the digital life- a case of Hitron Technologies Inc.

劉美蘭, Liu, Mei Lan Unknown Date (has links)
近年來科技匯流發展日行千里,新興無線寬頻的接取技術(Broadband Wireless Access)不斷升級,為民眾的生活帶來更便利的創新應用,而寬頻接取服務的亦由以往一種技術提供一種服務的方式,逐漸轉換為涵蓋數據(Data)、語音(Voice)及影音內容(Video)等三種服務的匯流。加速了電信、廣電與網路通訊產業升級的需求,也帶來了新的市場動能與發展契機。 本研究以台灣為研究範本,以個案研究方法來探討在網路為基礎的數位匯流環境下數位生活之發展趨勢、個案公司科技產品未來的發展趨勢及因應策略。 而本研究發現未來家用閘道器產品市場,將會朝向整合家中所有可上網設備的整合性產品特性發展。亦將會是國內網通設備商值得切入的新領域。娛樂型家用閘道器,目前市場上多以機上盒(Set top box, STB)加上Router的功能型態出現,惟必須等待STB零售市場打開後,國內的廠商將會有機會創造更大利潤空間。而個案公司在研發方向應以Cable Docsis的核心技術為中心,從水平方向擴展至家庭網路的Home applications。追求更快的速度,更多元化的網路技術和更方便的寬頻服務。在縱向方面,我們則以完整的解決方案為主軸,往頭端CMTS技術和網管為發展重點。

Page generated in 0.0787 seconds