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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.
71

[en] CREATIVE BOOK: ACTIVITY WITH SENIORS MEDIATED BY GRAPHIC DIARIES / [pt] LIVRO CRIATIVO: ATIVIDADE COM SENIORES MEDIADA POR DIÁRIOS GRÁFICOS

BORIS RODRIGUES GARAY 18 December 2020 (has links)
[pt] Este trabalho se insere no campo do design social e do design emocional, abordagens voltadas para questões globais complexas e de ordem subjetiva, respectivamente. Ele compreende que o envelhecimento populacional demanda ações para contribuir com a participação social e a qualidade de vida dos idosos. Nesse sentido, esta pesquisa teve como objetivo refletir e aprimorar atividade nomeada Livro Criativo (LC), idealizada pelo autor para idosos e com comprovados benefícios, com vistas a transformá-la em serviço a ser oferecido em maior escala. O LC consiste em encontros mediados por diários gráficos, nos quais os idosos são orientados a expressar seus sentimentos e ideias com base em temas propostos pelo tutor com participação do grupo. Para facilitar a autoexpressão prioriza-se o uso de imagens e de recursos como colagem, desenho, pintura e escrita. Esse trabalho apresenta relato da origem e desenvolvimento do LC; dados e reflexões sobre envelhecimento populacional, práticas diarísticas e a filosofia do diálogo de Martin Buber, buscando enfatizar a importância das relações pessoais na velhice; e relato de oficina intensiva realizada para ensaio de sistematização do LC com participação de cinco pessoas. Concluiu-se que o LC se apresenta como suporte físico de histórias de vida, valores, sentimentos, atitudes e perspectivas diante da vida, contribuindo, assim, para a exploração da identidade e a renovação da sociabilidade do público sênior. Apresenta-se ainda como suporte de memória e importante fonte de investigação sobre longevidade sob a perspectiva dos idosos. / [en] This work is inserted in the field of social design and emotional design that address complex and subjective global issues respectively. It comprehends that population aging demands actions to contribute to the social participation and quality of life of the elderly. In this sense, this research aimed to reflect and improve an activity called Creative Book (CB), idealized by the author for the elderly and with proven benefits, with a view to transforming it into a service to be offered on a larger scale. The CB consists of meetings mediated by graphic diaries, in which the elderlies are instructed to express their feelings and ideas based on themes proposed by the tutor with the participation of the group. To facilitate self-expression, the use of images and resources such as collage, drawing, painting and writing is prioritized. This work presents an account of the origin and development of the CB; data and reflections on population aging, diary practices and Martin Buber s philosophy of dialogue, seeking to emphasize the importance of personal relationships in old age; and report of an intensive workshop held for the systematization of the CB with the participation of five people. It was concluded that the CB presents itself as a physical support of life stories, values, feelings, attitudes and perspectives regarding life, thus contributing to the exploration of identity and the renewal of sociability of the senior public. It also presents itself as a memory support and an important source of research on longevity from the perspective of the elderly.
72

Analysis of the Influence of the Presentation Medium on the Evaluation of Virtual Prototypes Using Eye-tracking Technology and the Semantic Differential

Manuel Francisco Contero Lopez (15354760) 27 April 2023 (has links)
<p>Product evaluation throughout the design process is a fundamental task to ensure product success. Virtual prototyping is displacing physical prototyping for product evaluation due to its lower cost and flexibility to easily generate design alternatives (colors, textures, shapes). The thesis provides a deeper understanding of the influence of the presentation medium on product evaluation. The semantic differential technique was applied in to obtain the consumers’ subjective impression when they observed furniture scenes under two different presentation mediums. High-quality realistic renderings were displayed on a computer screen equipped with an eye-tracker. The same scenes were observed by the same users (repeated measures experimental design) with a virtual reality headset equipped with an integrated eye-tracker (HP Reverb G2 Omnicept). Equivalent areas/volumes of interest were defined to calculate the eye- tracking metric dwell time. Statistical analyses then compared dwell times and values of semantic scales in the 2D and VR conditions to determine if the medium of presentation influenced them.</p> <p><br></p> <p>The experimental data obtained in the thesis confirmed that both the consumer’s subjective impression measured through bipolar pairs and the level of confidence in its assessment was influenced by the visual medium. However, the level of confidence in the assessment of a semantic scale of a product presented on VR was not affected by the sense of presence.</p> <p><br></p> <p>The amount of time (dwell time) that subjects spend looking at a specific product on a joint or individual visualization were influenced by the visual medium.</p>
73

Percepción y Emoción en el Diseño de Productos. Análisis y Propuestas para su integración a las MIPYME

Jacob Dazarola, Rubén Hernán 31 March 2015 (has links)
La presente tesis aborda la temática del Diseño Industrial y los estímulos de tipo sensorial, perceptivo y emocional que las personas que utilizan los productos reciben en su experiencia de uso. Dichos estímulos, tales como el ajuste preciso en el funcionamiento de un mecanismo, la suavidad de una superficie, el ruido adecuado al cerrar una puerta, etc., se captan mediante los sentidos, se perciben y despiertan en el usuario emociones y reacciones, generando una relación con los objetos más allá del uso básico y práctico, llevando a preferirlos entre otros productos con prestaciones primarias similares, asociándolos a experiencias gratas, e incluso a evocar experiencias de vida a través de los productos que se utilizan. Este ámbito, enmarcado dentro de la disciplina del Diseño Industrial, pero también en la psicología, el marketing, la neurociencia y otras áreas, es enfocado actualmente de muy diversas formas. Así enfoques como la “Ingeniería Kansei”, el “Diseño Emocional”, el “Diseño para la Experiencia”, el “Análisis Sensorial”, son algunos modos y métodos de analizar y definir el tema, y se utilizan cada vez más en las grandes empresas. Esta tesis analiza diversos enfoques y metodologías de aplicación de este tipo de factores en el proceso de Diseño y desarrollo de productos y propone algunas herramientas adecuadas para su integración en las micro, pequeñas y medianas empresas (MiPyMEs). / Jacob Dazarola, RH. (2015). Percepción y Emoción en el Diseño de Productos. Análisis y Propuestas para su integración a las MIPYME [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/48551 / TESIS

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