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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

Selection of digital material for preservation in libraries, archives and museums

Ravenwood, Clare January 2013 (has links)
Digital material has different preservation requirements than non-digital and is at greater risk of loss unless deliberate preservation activities are undertaken. Digital preservation is an on-going managed process designed to enable continued use of digital material for as long as necessary. Much of the digital preservation research to date has focused on understanding technical steps in preserving digital objects and there has been less attention paid to assumptions about selection and the conceptual underpinnings of practice. Selection is done, not conceptualised. Therefore the aim of this research was to investigate the theory and practice of selection for digital preservation in UK memory institutions. The objectives employed to achieve this aim were firstly to examine the underlying theory relating to selection in libraries, archives and museums of non-digital material. The research then went on to investigate who the stakeholders are in selection, how selection of digital material is performed and identifying the key influential factors in selection. An intensive, qualitative approach was used to complete these objectives. A thorough review of the literature provided a theoretical background to selection in libraries, archives and museums. Then preliminary data were gathered through a set of exploratory interviews with eight digital preservation experts in order to provide an overview of selection for digital preservation. The findings from these interviews then formed the basis for the second set of interviews with twenty five practitioners working in libraries, archives and museums. The views of practitioners were under-explored in the literature although it is they that perform selection. In addition to these interviews, twenty two current digital preservation policies were examined. This research has found that there is on the whole little change required for selecting digital material, in comparison to selecting non-digital material, although technical criteria relating to the ability of the institution to manage and preserve the material are of high importance. There is a clear assumption in institutions of selection leading only to permanent collecting, which should be questioned. This research has uncovered drivers to selection, including external funders, and barriers, which include a lack of confidence and knowledge on the part of practitioners in how to select and manage digital material. Concepts identified through this research provide a deeper understanding of selection for digital preservation in different contexts and encapsulate key factors underpinning selection. The concept of professionalism is a key factor; the need to be professional and ethical guide s practitioners through specific professional skills and knowledge. The practitioners become engaged with digital material and the level of engagement mirrors the way digital material is conceptualised by practitioners. Many stakeholders were identified, including managers, senior managers, users, creators and donors, funders, other organisations and IT staff. Relationships with stakeholders and the possible roles they play in selection were found to be key factors in selection. These findings contributed to the achievement of the final objective, which was to develop a conceptual model of key factors underpinning selection for of digital material for preservation. The conceptual model consists of five main concepts and their relationships: professionalism; relationships; organisational capabilities; material properties; and boundaries. There is a clear need for greater availability and access to training and networking opportunities for practitioners in order to increase engagement with digital material. Through this research, factors relating to selection have been identified and conceptualised. It has uncovered issues not previously addressed, in particular relating to the social aspect of selection. This research provides an understanding of the complexities of selection and the influences upon it.
2

Bringing Understanding of Simulation Material to Interaction Designers / Skapa förståelse av Simuleringsinformation till Interaktionsdesigners

Laure, Denis January 2016 (has links)
Simulation-based tools are complex and obscure software. However, a company may benefit from using such tools, as they provide more precise and accurate information. Ericsson has developed a RAN simulator that allows to model cellular networks taking into account even their smallest aspects. This allows to compare di↵erent solutions for particular case and select the best one. Therefore, Ericsson can propose better, i. e. most e cient and less cost, solutions to its customers. However, the RAN simulator is developed in MATLAB and does not have any graphical user interface. Therefore, it is not possible for people who manage sales at Ericsson to use it, because they have no skills for it. This, in fact, raises the need of development of a tool that will provide sales people with a convenient way to access the RAN simulator. This research describes a process of prototyping three simulation-based tools for Ericsson. It covers a process of providing interaction designers with the knowledge about simulations. The research gives insights on important details of the simulations that are needed to be delivered to the designers, as well as aspects of developing simulation-based tools within multidisciplinary team. Moreover, the research introduces a “mediator person” who can significantly help and improve the process of the development of simulation-based tools. / Simuleringsbaserade verktyg är komplex programvara. Dock kan ett företag tjäna på att använda sådana verktyg, eftersom de kan ge tydlig och korrekt information. Ericsson har utvecklat en RAN-simulator som gör det möjligt att detaljerat modellera mobilnät. Simulatorn gör det möjligt att jämföra lösningar för specifika fall och därmed välja den bästa lösningen. Utifrån detta kan Ericsson sedan föreslå effektiva lösningar till lägre kostnad till sina kunder. RAN simulatorn är utvecklad i MATLAB och har inte har något grafiskt användargränssnitt. Av denna anledning är det svårt för försäljare utan MATLAB-kunskaper att använda simulatorn. Detta har gjort att det finns ett behov att utveckla ett grafiskt verktyg som gör det tillgängligt och enkelt att använda RAN-simulatorn. Denna forskningsstudie beskriver en process för att skapa tre simuleringsprototyper. Det omfattar en process för att tillhandahålla kunskaper om simuleringar till interaktionsdesigners för att de ska kunna utveckla användargränssnittet. Forskningen ger insikter om vilka kunskaper interaktionsdesigners behöver, samt aspekter för att kunna arbeta med utvecklingen av simuleringsverktyg i ett multidisciplinärt team. Resultatet visar på behovet av en medlar-roll  - någon som kan stödja och förbättra utvecklingsprocessen av komplexa simuleringsverktyg.
3

Designing Affective Loop Experiences

Sundström, Petra January 2010 (has links)
There is a lack of attention to the emotional and the physical aspects of communication in how we up to now have been approaching communication between people in the field of Human Computer Interaction (HCI). As designers of digital communication tools we need to consider altering the underlying model for communication that has been prevailing in HCI: the information transfer model. Communication is about so much more than transferring information. It is about getting to know yourself, who you are and what part you play in the communication as it unfolds. It is also about the experience of a communication process, what it feels like, how that feeling changes, when it changes, why and perhaps by whom the process is initiated, altered, or disrupted. The idea of Affective Loop experiences in design aims to create new expressive and experiential media for whole users, embodied with the social and physical world they live in, and where communication not only is about getting the message across but also about living the experience of communication - feeling it. An Affective Loop experience is an emerging, in the moment, emotional experience where the inner emotional experience, the situation at hand and the social and physical context act together, to create for one complete embodied experience. The loop perspective comes from how this experience takes place in communication and how there is a rhythmic pattern in communication where those involved take turns in both expressing themselves and standing back interpreting the moment. To allow for Affective Loop experiences with or through a computer system, the user needs to be allowed to express herself in rich personal ways involving our many ways of expressing and sensing emotions – muscles tensions, facial expressions and more. For the user to become further engaged in interaction, the computer system needs the capability to return relevant, either diminishing, enforcing or disruptive feedback to those emotions expressed by the user so that the she wants to continue express herself by either strengthening, changing or keeping her expression. We describe how we used the idea of Affective Loop experiences as a conceptual tool to navigate a design space of gestural input combined with rich instant feedback. In our design journey, we created two systems, eMoto and FriendSense.
4

Världsreligionerna i en digitaliserad tid : En innehållsanalytisk undersökning av fem pedagogiska utbildningsfilmer om världsreligionerna utgivna av Sveriges utbildningsradio. / The world religions in a digital age. : A content analysis study of five pedagogical educational films about the world religions published by Sveriges utbildningsradio

Wahlström, Linnea January 2022 (has links)
This study looks at previous research that studies aspects of religious pedagogy. It also looks at research regarding how film can be used as pedagogical material. One of the theoretical concepts of this paper is therefore the term religious pedagogy. The second concept concept that constitutes the theory is the term world religions, which is present bboth in the m<terial for the study as well as in Skolverkets policy documents for the course Religionskunskap 1. These two theoretical terms are present throughout the whole study. The method consists of a content analysis with both qualitive and quantitative aspects as the study try to examine and review five films in the series Religionskunskap förklarad published by Sveriges utbildingsradio in 2021. The study strives to shed light on which aspects of the basic requirements for the course are represented, which are not and how they are presented. The result of the study shows that there is a dominating occurrence of the first four goals in the central content and then especially goal 1 that handles religious attributes etc, and goal 4 that handels how religion shapes both groups and individuals. In parallel,, goals 5 to 7 will have an extremely limited representation were goal 7 is not present at all.
5

Esquina da pesquisa: uma proposta para educar pela pesquisa os alunos dos cursos de licenciatura da modalidade EaD da UFMA / Research Corner: a proposal to educate undergraduate students of UFMA's EaD modality through research

Oliveira, Luiza Carvalho de 19 January 2016 (has links)
Submitted by Rosivalda Pereira (mrs.pereira@ufma.br) on 2017-05-25T19:27:33Z No. of bitstreams: 1 LuizaCarvalhoOliveira.pdf: 6164186 bytes, checksum: dbadf69c1a656cb5f6a2b14b476ffaaf (MD5) / Made available in DSpace on 2017-05-25T19:27:33Z (GMT). No. of bitstreams: 1 LuizaCarvalhoOliveira.pdf: 6164186 bytes, checksum: dbadf69c1a656cb5f6a2b14b476ffaaf (MD5) Previous issue date: 2016-01-19 / This research describes the process of designing, developing and validating an educational digital material called: Research Corner - which aims at supporting students taking distance education Bachelor‟s degrees at UFMA with the development of skills needed to research, based on the methodological approach of Educating by Searching by Pedro Demo (2011c). The work is the result of a multi-methodological study which fits into the so-called Development Methodologies (Coutinho, KEYS, 2001; ARREDONDO, 2014), with quantitative and qualitative approaches that contemplated the processes of designing, developing and evaluating the educational quality of the prototype, and involving a bibliographical and exploratory study in order to define: the philosophical and pedagogical framework as well as its methodological theory; the development of the educational design and prototype; and its ergonomic-educational evaluation, conducted through prospective tests with the user, based on the Ergonomic Criteria of Usability supported by Christian Bastien and Dominique Scapin (1993); and semi-structured interview based on the criteria of formal and political quality defined by Demo (2005a; 2006), both of them performed with an audience of five (5) teachers who work in distance education. Instruments and research techniques were analyzed using simple statistics and content analysis accordingly. Since it is a transdisciplinary research which incurs a nonlinear theoretical and methodological approach as well as a recursive one, a comprehensive literature review was needed in order to design the prototype and it included: (1) the relationship between science and the teaching and learning process with a reconstructive and interdisciplinary approach to design learning; (2) the university and its relationship with the research; (3) online learning and its possibilities in the context of complexity; and (4) Educating by Searching that underlies this study as a scientific and educational principle. The data collected helped us to understand that (a) the interface and the pedagogical proposal of the educational digital material developed are; in fact, a singular strategy for the teaching and learning process regarding research, and (b) that it can be incorporated as a daily attitude, both in its formal and political forms. / A pesquisa descreve o processo de concepção, elaboração e validação de um Material Educacional Digital, denominado Esquina da Pesquisa, que objetiva subsidiar os alunos dos cursos de Licenciatura a distância da UFMA no desenvolvimento de competências necessárias ao pesquisador, com base na proposta metodológica de Educar pela Pesquisa, de Pedro Demo (2011c). O trabalho resulta de um estudo multi-metodológico, que se enquadra nas chamadas Metodologias de Desenvolvimento (COUTINHO; CHAVES, 2001; ARREDONDO, 2014), com abordagens quantitativa e qualitativa, que contemplaram os processos de concepção, desenvolvimento e avaliação da qualidade pedagógica do protótipo, e que envolveram: o estudo bibliográfico e exploratório, a fim de definir o referencial filosófico-pedagógico e teórico metodológico; a elaboração do Design Pedagógico e do protótipo; e a avaliação ergonômico-pedagógica, realizada por meio de testes prospectivos com o usuário, tendo por base os critérios de ergonômicos de usabilidade de Christian Bastien e Dominique Scapin (1993); e de entrevista semiestruturada com base nos critérios de qualidade formal e política definidos por Demo (2005a; 2006), ambos realizados com um público de 5 (cinco) professores que atuam na EaD. Os instrumentos e técnicas de pesquisa foram analisados por meio de estatística simples e análise de conteúdo, respectivamente. Por se tratar de uma pesquisa transdisciplinar, que incorre num percurso teórico-metodológico não linear e recursivo, fez-se necessário, para a concepção do protótipo, uma revisão de literatura abrangente, que discutiu: a relação entre a ciência e o processo de ensino e aprendizagem, apresentando uma perspectiva reconstrutiva e transdisciplinar de conceber a aprendizagem; a Universidade e sua relação com a pesquisa; a aprendizagem online e suas possibilidades no contexto da complexidade; e o Educar pela Pesquisa, que fundamenta a pesquisa como princípio científico e educativo. Os dados obtidos possibilitaram concluir que a interface e a proposta pedagógica do Material Educacional Digital desenvolvido constituem, de fato, uma estratégia diferenciada para o processo de ensino e aprendizagem da Pesquisa, e que esta pode ser incorporada como atitude cotidiana, tanto em sua face formal, quanto política.
6

The impact of Digital Technologies on Academic Libraries : a study in Greece

Adamou, Sofia, Ntoka, Lamprini January 2017 (has links)
Purpose: This study explores both library users’ and librarians’ experiences, benefits, and challenges depending on the implementation of digital technologies in academic libraries. The research has been taken place in two Greek academic libraries; In the Panteion University Library and in the Central Library of T.E.I. of Athens.Approach: Two research questions were developed for this research to be conducted and a sample size of 55 respondents (39 library users and 16 librarians) of the Panteion University Library and Central Library of T.E.I. of Athens, was evaluated.Findings: From the findings of the study, it was concluded that the general perception of both library users and librarians towards digital material and E-resources and services of the Panteion University Library and Central Library of T.E.I. of Athens, is satisfactory. Library users were satisfied with the convenience of digital material, the availability of E-resources provided by both academic libraries such as World Wide Web, WIFI, and online databases. They were not satisfied with library technology (i.e., computers) and library staff. Besides, results showed that services such as e-mail and Open Public Access Catalogue were used more often. Librarians were less satisfied with the digital library system, the limited personnel, and the financial funds for academic libraries in general.Implication: The results of this research have implications in the stakeholders of an academic library including the institutional management, the library administration, the librarians, the library users, the researchers, the community at large, and others.Value: This paper identifies critical issues related to the utilization of digital technologies and digital material; their benefits and challenges faced by librarians and library users as well as their effective operation from academic libraries in this information age.
7

Un-blackboxing Augmented Reality For Future Digital Health Applications

Klint, Emma January 2018 (has links)
Previous research on augmented reality has to great extent been focusing on exploring and expanding technical possibilities without considering what users find to be desirable and useful. By using the inspirational bits method and the limitations of current AR technologies as a source of inspiration, this research makes use of the existing technical knowledge on AR for inspiring new ideas on how to use AR. The inspirational bits method aims to increase the understanding of a material by letting the participants experience a specific feature of a technology called bit and thereby making the technology more tangible. A set of inspirational bits was designed, developed and used in workshops to inspire ideas on how to use AR for future health applications. Two technical concepts were highlighted in the bits, detection of real objects and placement of digital objects in the real environment. Two types of experiences were also highlighted in one bit each; annotation experiences where additional information is attached to physical objects and visualization experiences where users interact with a virtual object. The bits were explored in workshops followed by a rapid brainstorming session to quickly get their ideas down to paper. It seems to have been easier to come up with ideas on annotation experiences compared to visualization experiences which might be due to their initial expectation that AR will be used as a tool for adding digital interactions to the real world, similar to how annotated experiences work. Since a lot of the topics used were about external objects affecting one’s body and health, annotated experiences might be more appropriate as it can be used to attach private information to public objects. / Tidigare forskning om förstärkt verklighet har i stor utsträckning fokuserat på att utforska och expandera tekniska möjligheter utan att ta hänsyn till vad användarna tycker är önskvärt och användbart. Genom att använda Inspirational Bits metoden och begränsningarna av nuvarande AR-teknik som inspirationskälla använder denna forskning den befintliga tekniska kunskapen om AR för inspirera till nya idéer om hur man kan använda AR. Inspirational Bits metoden syftar till att öka förståelsen av ett material genom att låta deltagarna uppleva en specifik egenskap hos en teknik, kallad bit, och därigenom göra tekniken mer konkret. En uppsättning Inspirational Bits har designats, utvecklats och använts i workshops för att inspirera idéer om hur man kan använda AR i framtida hälsoapplikationer. Två tekniska koncept lyfts fram, detektion av verkliga objekt och placering av digitala objekt i en verklig miljö. Två typer av upplevelser lyfts också fram; annoteringsupplevelser där ytterligare information är kopplad till fysiska objekt och visualiseringsupplevelser där användare interagerar med ett virtuellt objekt. Bitarna utforskades i workshops följt av en snabb brainstorming för att snabbt få deltagarnas idéer på papper. Det verkar ha varit lättare att komma på idéer om annoteringsupplevelser jämfört med visualiseringserfarenheter vilket kan bero på att deltagarna förväntade att AR kommer att användas som ett verktyg för att åstadkomma digitala interaktioner i den verkliga världen, liknande hur annoteringsupplevelser fungerar. Eftersom många av de hälsoämnen som togs upp handlar om externa föremål som påverkar kroppen och hälsan kan annoteringsupplevelser vara mer lämpliga eftersom det kan användas för att fästa privat information till offentliga objekt.
8

Exploring the Potential of Virtual Reality to Promote Sustainable Behaviours: A Mixed-Methods Approach / Exploring the Potential of Virtual Reality to Promote Sustainable Behaviours: A Mixed-Methods Approach

Bekiroglu, Kutman January 2023 (has links)
This thesis aims to explore the potential of virtual reality (VR) to promote sustainable behaviours. The literature review draws from various fields that discuss the advantages and limitations of VR in design experiences (Scurati, et al., 2021)and how VR can provide an overview on training and transfer, education, and procedural, cognitive and maintenance training (Psotka, 1995) In virtual reality and education and training paper Joseph Psotka provides a brief overview of existing VR research on. Contributing to this literature in VR and education for designing behaviour change with a sustainability focus, by utilizing VR technology, this research focuses on transforming a carbon calculator into an immersive VR environment with the goal of increasing users’ awareness of carbon emissions. Hence, this research allows individuals with little to no experience to create and be part of immersive experiences that effectively convey information and increase users’ awareness of carbon emissions. Adopting semi-structured interviews and digital material exploration as its research methodology, this study involves participants from different backgrounds and levels of knowledge about carbon emissions aiming to create an immersive experience that could effectively educate and engage users in understanding and addressing sustainability issues. Through the development of a hi-fi prototype, participants who tested the VR experience expressed an increased interest in learning about carbon emissions, indicating the potential of immersive VR in raising awareness and fostering behaviour change. The study was conducted in collaboration with Nordic Waves Group, a Denmark-based organization that focuses on UN’s 17 New World Goals, demonstrates the practical application of the research in a real-world context, aligning with their commitment to the Sustainable Development Goals. The findings of this study emphasize the potential of VR in promoting sustainable behaviours and highlight the importance of incorporating immersive experiences in sustainability education and awareness campaigns. Overall, this research provides insights into the use of VR as a tool for promoting sustainability and offers practical solutions for designing behaviour change interventions with a focus on carbon emissions. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
9

Visible Light Communication as a material for design / Kommunikation med synligt ljus som ett design material

Windlin, Charles January 2016 (has links)
Visible light communication (VLC) is a novel complement to Radio Frequency Communication (RFC) and has many applications in wireless communication, indoor positioning and where RFC is not applicable. The problem is that the technology is black-boxed and therefore hard to apply in today’s design process. For designers to be able to use VLC in their creative process, this study uses the Inspirational Bits approach to expose the materiality of VLC by asking the question: How can we design artefacts that allow designers to engage in a conversation with Visible Light Communication as a material? Through Constructive Design Research, the technology was studied in iterations by building prototypes and reflecting on them. The prototypes are evaluated in two design workshops through observation and gathered feedback from 11 participants. As a result, seven artefacts were constructed to expose seven potential material properties of VLC. The observations and collected feedback show also that the artefacts help designers to gain tacit knowledge about VLC. The artefacts use the Arduino platform and standard electrical components. A by-product of this study is the "lumoino" toolkit for tinkering and prototyping with VLC. Eventually, strengths and weaknesses are discussed, and future work sections show the potential extensions of the artefacts and expansions of the toolkit. / ”Kommunikation med synligt ljus” (VLC) som ett design material är ett komplement till ”radio frekvens kommunikation” och har många applikationer inom trådlös kommunikation, Inomhuspositionering, och situationer där RFC inte är applicerbart. Problematiken med teknologi är att den ofta inte är synlig, och därför är svår att inkludera i dagens design processer. För att designers ska kunna använda sig av VLC i deras kreativa process, utgår denna studie från ”Inspirational Bits” förhållningsätt till design, och ämnar utforska följande frågeställning: Hur kan vi designa artefakter som tillåter designers att engagera sig i en konversation med ”kommunikation med synligt ljus” (VLC) som ett design material? Genom ”konstruktiv designforskning”, studerades prototyper av teknologin följt av analys. Processen upprepades med ett flertal modeller. Prototyperna utvärderades i två design-workshops, genom observation av och respons från 11 deltagare. Som resultat, byggdes sju stycken artefakter för att belysa sju stycken potentiella materiella egenskaper av VLC. Observationerna och den samlade responsen visade också att artefakterna hjälpte designers att få taktil kunskap om VLC. Artefakterna baserades på ”the Arduino Platform” och elektriska standard komponenter. En biprodukt av denna studie är ”the lumoino toolkit for tinkering and prototyping with VLC”. Eventuella styrkor och svagheter diskuteras och stycket framtida arbete visar potentiella utvecklingar och expantioner av ”the lumoino toolkit”.
10

Designing for Engagement: Using indirect manipulation to support form exploration in 3D modeling

Serim, Baris January 2012 (has links)
This thesis aims to study the design possibilities for supporting explorative form-finding in 3D modeling applications. For today’s many design professions, 3D forms are achieved partly in engagement with digital environments. Use of software has far exceeded final idea execution, extending to the early phases of design work in which the outcome is not predetermined. This insight led designers of interactive systems support sketching and ideating activities by reducing the risk of experimentation and cognitive effort demanded from user. Yet, there has been less emphasis on traditional design and craft practice that acknowledges engagement with materials and effort spent on work as an integral part of creative process.The notion of exploration in the scope of this thesis attempts to incorporate such aspects. Relevant literature about workshop practice in design and craft has been reviewed, as well as examples of CAD technologies that aid designers. In this light, HCI perspectives on the design of creativity support tools and games have been discussed. The thesis work aimed to concretize this background by building a design strategy and an interactive artifact. A 3D form-finding application concept using objects in modeling space to indirectly manipulate geometry, “kfields”, has been developed and evaluated with users at various stages. The thesis concludes by reflecting on the findings of different design stages and proposing further directions for design.

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