• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 11
  • 3
  • 2
  • Tagged with
  • 21
  • 21
  • 5
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 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

Responsive site design : user environmental perception and behaviour

Dias Lay, Maria Christina January 1992 (has links)
No description available.
2

Computational Environment Design

Zhang, Haoqi 26 October 2012 (has links)
The Internet has evolved into a platform on which large numbers of individuals take action and join in collaborations via crowdsourcing, social media, and electronic commerce. When designing social and economic systems on the Internet, a key challenge is understanding how to promote particular desired behaviors and outcomes. I call this problem computational environment design. Notable abilities afforded by the Internet, such as the ability to recruit large numbers of individuals to join problem-solving efforts via crowdsourcing and social media, and the ability to engage in a data-driven iterative design process, are creating new opportunities and inspiring new methods for computational environment design. This dissertation focuses on these abilities and proposes an approach for arriving at effective designs by reasoning and learning about characteristics of participants and how these characteristics interact with a system’s design to influence behavior. The dissertation consists of two major components. The first component focuses on designing crowdsourcing and human computation systems that leverage a crowd to solve complex problems that require effective coordination among participants or the recruitment of individuals with relevant expertise. I show how reasoning about crowd abilities and limitations can lead to designs that make crowdsourcing complex tasks feasible, effective, and efficient. The solutions introduce new design patterns and methods for human computation and crowdsourcing; notable contributions include a crowdware design for tackling human computation tasks with global constraints, and incentive mechanisms for task routing that harness people’s expertise and social expertise by engaging them in both problem solving and routing. The second component focuses on understanding how to design effective environments automatically. I introduce a general active, indirect elicitation framework for automated environment design that learns relevant characteristics of participants based on observations of their behavior and optimizes designs based on learned models. Theoretical contributions include developing an active, indirect elicitation algorithm for a sequential decision-making setting that is guaranteed to discover effective designs after few interactions. Practical contributions include applications of the active, indirect elicitation framework to crowdsourcing. Specifically, I demonstrate how to automatically design tasks and synthesize workflows when optimizing for desired objectives given resource constraints. / Engineering and Applied Sciences
3

Investigating The Effects Of 3-d Spatialized Auditory Cues On The Development Of Situation Awareness For Teams

Milham, Laura 01 January 2005 (has links)
This dissertation investigated the effects of spatialized auditory cues on the development of situation awareness for teams. Based on extant research, it was hypothesized that 3-D spatialized auditory cues can be utilized by teams to develop knowledge about team member location in addition to supporting the usage of team behaviors for developing and maintaining situation awareness. Accordingly, the study examined how situation awareness would be differentially influenced by varying the type of auditory cues incorporated into virtual environment (VE) team training scenarios within the context of a MOUT team task. In general, the results of this study provided partial support for the beneficial effects of 3-D audio cues in facilitating the development of situation awareness and reducing workload. Implications are discussed in the context of design guidance for VE training systems.
4

10/60: Make Gravity Visible : A social movement to challenge our society to move more.

Bui, Lynn January 2013 (has links)
Gravity plays a vital role in our everyday lives. It provides the development of our muscle mass which fuels our brain’s advancement and our ability to complete daily tasks. Yet we often take for granted the things we do not see. From hunting and gathering, chasing after prey, migrating from one place to the next, to growing and harvesting crops to long hours laboring away, we have felt gravity through millions of years in time.  Along with the rise of technology, we are witnessing the fall of our physical selves. Our lives have become busier, more stressful and our days behind a screen much longer. Within the past 30 years, gravity has been intercepted by the chair and the ratio of moving to sitting has been reversed. Instead of feeling this force within our legs and lower limbs, it has now been deferred to our fingers, buttocks and backs.  We spend the bulk of our days in a seated position, often behind a screen. Sitting has become such a norm that daily exercise at the gym is no longer enough to offset all the negative things done to our bodies in a sedentary posture.  We were programmed to move, but we’ve hacked our brains to think otherwise. Prolonged sitting is a serious issue that should not be overlooked. The challenge is to change a habit that we’ve acquired from an early age.  The numbers are staggering, over 1.5 billion people worldwide are obese.(WHO. int, 2013) 5.3 million die each year from heart related diseases and diabetes as indirect result of the chair, .3 million more than smoking. (Thelancet.com, 2012)  It is time to break the norm, adjust our perceptions, expectations and stop living in extremes and move towards moderation. It’s time to stand up and make gravity visible.  10/60: Make Gravity Visible is a social movement to challenge our society to move more, reminding people to be up and moving 10 minutes for every 60 minutes.  The goal is to challenge society to integrate movement within the home, work and societal environments through the support and influence of communal behaviour.  10/60 is facilitated by a website and a smartphone application. The website provides ideas shared by the community to help inspire movement into people’s lives. The app tracks a person’s daily physical activity levels and sends a reminder when he/she has been sitting for too long. How much a person moves is reflected by an avatar’s physical state as well as graphical data by the time of day. Challenges can be submitted within the inner circle of friends to encourage more movement.  The initial strategy around this topic was through the intersections of four subjects: human evolution, philosophy, behavioral psychology, and physiology. This concept was developed based on findings from foundational research, expert interviews, user tests, experiments and behavioral observations - in particular social influences and the underlying principle that motivation is different for everyone.  Awareness alone does not generate action. Motivating people to move more is beyond an individual problem - sitting is a societal and cultural issue and unless that is addressed, no long term changes can be sustained.  This project aims to inspire people to leverage their communities and integrate more physical activity in the home, work and societal environments.  Societal and cultural norms will not change unless we change together.
5

Promoting and preventing alzheimer's disease in a transgenic mouse model : apolipoprotein e and environmental enrichment /

Costa, David Antonio. January 2005 (has links)
Thesis (Ph.D.)--University of South Florida, 2005. / Includes vita. Includes bibliographical references (leaves 138-156).
6

Artistic Techniques to Influence Navigational Behavior in 3D-Games

Wadstein, Erik January 2013 (has links)
Todays video games use diff erent aids to help players navigate and proceed in a 3D-environment. It is common that players are assigned an objective to complete and have to navigate from point A to point B, often with the help from navigational aids. This study contains an experiment where test-players had to navigate through a set of 3D-environments to complete an objective, without navigational aids. Instead the author used artistic techniques (geometry, lighting and texture) to see if they could aff ect test-players decisions in how to proceed. Results where compared to predictions in how test-players where believed to proceed. The results from the experiment states that some artistic techniques can aff ect test-players decisions in how to proceed.
7

Preparing an Animated Series Concept for a Television Ready Pitch

Hooper, Weston 01 August 2023 (has links) (PDF)
Television pitches are the first step towards launching a series. This paper focuses on that process and answers the question, “from developing concept art to preparing a polished and professional pitch, what are best practices for winning a network contract?” Getting a pitch requires several steps, such as finding an agent or a producer, and presenting the story, character relationships, and artwork to show your vision. Using my project, “Dynamite Decoys,” to create a story line, sketches, turnaround sheets, and key art scene pieces, I put it all together to formulate a television-ready pitch.
8

Creating Concept Sketches for Game Developers : Sketches that inform and inspire

Syrén, Dania January 2016 (has links)
The objective of this project is to understand how information design– specifically informative illustration– can contribute to producing concept sketches for a science-fiction/puzzle game called Sky’s Edge. Through theoretical studies and research methods, I aimed to deepen my understanding of what makes a concept image a good one, and from that, I aimed to determine how informative illustration can help in designing and sketching the ideas that the job requester needed. The conducted theoretical studies indicated that a good concept image is one that contains ideas which are easily understood/communicated, can inspire the team, and in turn generate further discussion. They also revealed the vast advantages of thumbnail sketching– which can lead to the development of stronger ideas and compositions. Refined sketches and drawings are produced thereafter to present these ideas to the development team. The purpose of the resulting collection of concept images was to unify the visual direction of the team responsible for developing the game.
9

Electronic Classroom, Electronic Community: Virtual Social Networks and Student Learning.

Harris, Lisa, Lisa.Harris@rmit.edu.au January 2008 (has links)
The capacity for online learning environments to provide quality learning experiences for students has been the focus of much speculation and debate in the higher education sector from the late 1990s to the present day. In this area, 'quality' has become synonymous with engaging students in a learning community. This study reports on a qualitative research project designed to explore the significance of community for students when they study in online learning environments. This project used three case studies to explore tertiary students' thoughts and expectations about community in the online environment. The research was constructed iteratively. Data from the initial case suggested the need to explore the relationship between the constructed online learning environment and the development of learning communities or what I have termed Social Learning Support Networks (SLSN). To explore this issue further, the project was expanded and subsequent cases were chosen that included fundamentally different types of online learning environments. The project had two significant results. Firstly, students not only confirmed popular educational theories on the value of learning communities, but also described how this form of social connection might practically benefit their learning. Secondly, the project found that certain forms of synchronous online environments provided enhanced opportunities for students to form social connections that supported their learning. This project provides new evidence of the benefit of community for students studying online and argues that future online learning environments should be shaped by five key principles designed to foster a sense of social connection between students.
10

Player Exploration and Behaviors : The Influence of Player Navigation

Runsten Fredriksson, Malin January 2018 (has links)
Guiding a player through a 3D environment can be a difficult task, especially in a game with a choice of multiple paths. Because of this, designers are often forced to implement various navigational tools such as maps, user interface (UI) elements and written explanations to help the player get from one point to another. This study explores the possibility of using research of spatial design along with player exploration patterns to better influence how player navigates in game environments.Player background and player navigation pattern data were gathered through a survey taken by 97 participants. This survey contained 13 pictures with multiple pathways, where participants needed to choose a pathway for different stated contexts. The pictures themselves were based on research of design methods meant to help guide or communicate to the player via the environment.The result showed that it is possible to influence players if the

Page generated in 0.0516 seconds