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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.
301

Managing innovation search and select in disrupting environments

Russell, William Edward January 2016 (has links)
This thesis explores how organisations manage new product development (NPD) focused innovation across a portfolio of core, adjacent and breakthrough environments. The study focuses on the search and select phases of the innovation process, and how incumbents identify and validate a range of opportunities. Organisations face the paradox of how to establish search and select routines for focal markets, while also setting up routines to sense and respond to disruptive innovation signals from adjacent and more peripheral environments. The study builds on research into peripheral vision, and considers how organisations operationalise innovation search and select in disrupting environments. To analyse how organisations manage search and select in turbulent environments, the author conducted research in the disrupting higher education (HE) publishing industry using qualitative research methods. The study focused on ten case companies, and the researcher conducted 61 interviews with 63 individuals over a six month period across ten companies publishing 9,000 out of the world’s 32,000 academic journals. The interviewees ranged from CEOs and CTOs to production, operations, editorial, publishing, sales and marketing directors and managers. The analysis revealed 11 search and select capabilities that need to be in place to manage NPD effectively in HE publishing. The research identified five contextual factors that influence how search and select is operationalised in disrupting environments. A framework is proposed to enable the mapping of individual opportunities within a wider NPD portfolio. The project identified ten key market insight areas where firms in the HE publishing sector need to focus. The findings have implications for practice, especially for HE publishers, online media companies, and business to business service organisations. Further research is proposed into how the cognitive frames of boards and senior teams affect the structure and operationalisation of NPD portfolios; how visual media companies search for, develop (ideate) and select programme and film projects in the disrupting media sector; and how workflow mapping and the identification of jobs-to-be-done is deployed within the NPD process in different settings.
302

Modelling of group combustion of droplets in a spray fuel cloud

Librovich, Bronislav January 1999 (has links)
Release and combustion of a spray cloud in an atmosphere is a phenomenon encountered in a wide range of applications. For solution of a set of problems which is connected with ecology, theory of combustion and explosion, engine design, fire safety, etc. the knowledge of spray combustion behaviour is required. To investigate the influence of a variety in density and transport coefficients and flame front structure, combustion of pure gas cloud is studied numerically. Combustion of a small-scale spherical pocket of fuel droplets in a calm environment may be considered as a model enabling the transient combustion process to be studied conveniently in one-dimensional geometry. Apart from pure academic interest, such a study provides useful estimations of burning spray cloud characteristics which can be applied for the analysis of more complicated situations. An analytical approach is used to find quasi-steady state distributions of gas temperature and fuel mass fraction for both pure evaporating and burning clouds. This approach is quite fruitful, it gives important qualitative analytical relationships, which help to comprehend the complex process of evaporation or combustion of spray the cloud. Numerical method is used to solve the problem of spray cloud combustion using more common unsteady statement. Two types of ignition are used at the centre or from penphery of cloud. Two types of flames (premixed and diffusion flames) are observed in the numerical simulations. Distributions of all components and temperature are obtained at different moments of time for both types of ignition. The diffusion burning time and total evaporation time are estimated using numerical results.
303

Social interaction in virtual environments : the relationship between mutual gaze, task performance and social presence

Dalzel-Job, Sara January 2015 (has links)
Everyday face-to-face social interaction is increasingly being supplemented by computer- and video-mediated communication. With mediation, however, comes the potential loss of important non-verbal cues. It is therefore important to attempt to maintain the quality of the mediated interaction, such that it retains as many of the aspects of a real-world interaction as possible. Social presence is a measure of how similar a mediated interaction is to face-to-face, the most socially present situation, in terms of perceptions of and behaviour towards an interlocutor. Social presence can be mediated by many factors, one of which is mutual gaze, and social perceptions of an interlocutor are also thought to be related to task performance. For a successful interaction, therefore, an optimum amount of mutual gaze for maximising social presence and task performance is desirable. This research aims to investigate the relationship between mutual gaze, task performance and social presence, in order to discover the ideal conditions under which a successful mediated interaction can occur. Previous gaze research paradigms have involved one conversational partner staring continuously at the other, and the resulting mutual gaze being measured. It is hypothesised that this method may actually suppress mutual gaze, primarily due to social reasons. It is potentially, therefore, not the optimum experimental design for mutual gaze research. The first study in this thesis used eye-tracking to explore this hypothesis and investigate the relationship between mutual gaze and task performance. A suitable paradigm was developed, based on that used in previous research into eye movements and non-verbal communication. Two participants – Instruction Giver (IG) and Instruction Follower (IF) – communicated via avatars in Second Life to solve simple arithmetic tasks. There were two between-participant looking conditions: staring (the IG’s avatar stared continuously at the IF); and notstaring, (IG’s avatar looked at IF and task-relevant objects). Constant staring did, indeed, show evidence of decreasing mutual gaze within the dyad. Mutual gaze was positively correlated with task performance scores, but only in the not-staring condition. When not engaged in mutual gaze, the IF looked more at task-related objects in the not-staring condition than in the staring condition; this suggests that social factors are likely to be driving the gaze aversion in the staring condition. Furthermore, there are no task-related benefits to staring. The second study explored further how much looking by one person at another will maximise both mutual gaze and task performance between the dyad. It also investigated the relationship between mutual gaze, task performance and both manipulated and perceived social presence. Individual participants interacted with a virtual agent within the Second Life paradigm previously used in the human-human study. Participants were either told they were interacting with a computer (i.e. an agent) or another human (an avatar). This provided the between-participants manipulated social presence variable, or agency. The virtual agent was programmed to look at the participant during either 0%, 25%, 50% or 75% of the interaction, providing the within-participants variable looking condition. The majority of effects were found in the 75% looking condition, including the highest mutual gaze uptake and the highest social presence ratings (measured via a questionnaire). Although the questionnaire did not detect any differences in social presence between the agent and avatar condition, participants were significantly faster to complete the tasks in the avatar condition than in the agent condition. This suggests that behavioural measures may be more effective at detecting differences in social presence than questionnaires alone. The results are discussed in relation to different theories of social interaction. Implications and limitations of the findings are considered and suggestions for future work are made.
304

Actinobacterial and archaeal diversity in lake Magadi, Kenya

Halimat, Olubukola Ibrahim January 2013 (has links)
>Magister Scientiae - MSc / Microorganisms of the class Actinobacteria and domain Archaea are interesting from a biotechnological perspective owing to their metabolic attributes as producers of secondary metabolites and resilience under harsh environmental conditions respectively. Lake Magadi is a soda lake well studied in terms of its geology and limnology. Research attention has also been drawn to the microbial populations which thrive in this unique habitat but currently there are no reports on the assessment of its microflora using molecular methods. This study aimed to assess the actinobacterial and archaeal communities within Lake Magadi, Kenya a hypersaline –highly alkaline habitat using metagenomic methods as a preliminary study to identify potential candidates for exploitative biology Samples from two sites dubbed Lake Magadi station 2 (LM2) and Lake Magadi salt pan 4 (LMS4) within the Lake Magadi were analyzed using the 16S rRNA gene as a phylogenetic marker. Cluster analysis of taxon-specific 16S rDNA PCR-DGGE profiles revealed moderately heterogeneous actinobacterial and archaeal populations across the sample sites under investigation which is probably a reflection of the differences in abiotic conditions at the study sites. This observation was also confirmed from the multi-dimensional scaling (MDS) plot. PCR-based clonal libraries of actinobacterial and archaeal communities of both study sites retrieved a total of thirty-two clones (twenty actinobacterial and twelve archaeal) were sequenced. Analysis of the sequences revealed cultured and uncultured signatures of microorganisms typical of hypersaline and or highly alkaline niches. A few (3) sequences presented novelty (<96%) in identities with any previously identified organism. It was concluded that the species dominance at site LMS4 [situated within the salt flats of Lake Magadi and site for exploration of trona and its mineralized extensions (nacholite and gayllusite)] is likely to be dictated by anthropogenic stress since most of the microbial signals associated with the study site are typical of saline and or alkaline environmental samples exposed to especially mining but also agricultural and waste management practices. Isolation studies also revealed previously identified strains peculiar to hypersaline brines and sediments. The strains retrieved were affiliated to the taxonomically diverse genus Bacillus and Halomonas sp. The true applications and potential opportunities these isolates have for biotechnology have been well documented. Observations made from the culture dependent and culture independent methods suggests strongly that study site LMS4 is subjected to environmental conditions more severe than at site LM2. This study is a guide for future studies as it provides primary information on the haloalkaliphilic representatives of the actinobacteria phylum and domain Archaea within the soda lake environment. It can serve as a pedestal for investigation into the molecular machinery that supports the haloalkaliphilic lifestyles of inhabiting microorganisms and consequently give leads as to how they can be commercially exploited.
305

Second life: a support teaching methodology for entrepreneurship

Mandla, Siyabulela January 2012 (has links)
The constant evolution of technology and the prevalent demands of the 21st century continue to put pressure on both the business and education sector. Business is ever looking for competent workers to meet these progressive demands, while the education sector continues to struggle to produce such competent workers to meet the heightened needs of the business sector. Universities and business schools have a greater role and responsibility in ensuring that these competent employees are produced. The use of virtual platforms like Second Life has gained significant popularity in the education sector. Therefore the objective of this study was to explore and examine some of the prevalent benefits associated with using Second life for teaching entrepreneurship. This study was also extended to cover the following areas: The benefits of Second Life for business and education sector; - The benefits of Second Life for teaching and learning environment. The study followed an exploratory research design in an attempt to answer the main research question and the respective sub-questions related to the study. Using a qualitative approach, student’s perceptions, opinions, assumptions, observations and experiences during their interaction with Second Life were identified and reflected in the study. The research discovered that the associated benefits of Second Life were coherent with the reviewed literature findings. The research study concluded that Second Life can be used as a support teaching methodology for entrepreneurship for third year MBA students at NMMU Business School. In addition, the research also highlighted some recommendations regarding the introduction and implementation of Second Life at NMMU Business School and future research opportunities.
306

The relative advantage of Collaborative Virtual Environments in multichannel retail

Zarifis, Alex January 2014 (has links)
Collaborative Virtual Environments (CVE) have been with us for some years however the way people utilise them is evolving and their potential is unclear. This research attempts to achieve a better understanding of retail in CVEs by comparing this channel with the competing retail channels of ‘bricks and mortar’, or offline, and two dimensional navigation websites (2D websites), in order to identify their respective Relative Advantages (RA). This is investigated from the consumer viewpoint, as they are the ones who will ultimately shape CVEs by voting with their feet, clicks or virtual feet. By exploring the literature a model was chosen to guide the research. Furthermore, based on this model and other literature five key objectives were identified for further investigation. These objectives are categories of RA that must be explored when comparing retail channels. The first research objective is as follows: A RA of CVEs to the 2D websites for e-commerce may be the aspects of offline retail it includes that do not exist in the 2D websites. The second research objective is: A RA of CVEs retail compared to offline retail may be aspects of 2D e-commerce it includes that are not included in the offline retail environment. The third research objective is: Consumers may vary their intended usage of CVEs across the different stages of the purchase process because the significance of the dimensions of RA may vary across those stages. The fourth research objective is: Consumers’ usage of CVEs may be different for simple and complex products. The fifth research objective is: CVEs such as Second Life (SL) may have the RA of a higher degree of institutional trust compared to the 2D websites. The first stage of data collection used focus groups to clarify the objectives identified from the literature. The second stage involved interviews where these objectives were explored with participants that had relevant experience. Both stages were analysed using template analysis. The first contribution was verifying the relevance of the five objectives and identifying significant dimensions within them. The second contribution was to develop the model used for comparing retail channels by adding enjoyment to the criteria. The third stage of this research is a survey. This quantitative analysis supplemented the two qualitative stages by gauging the significance of the objectives and their dimensions. This enables the findings to be more useful to retailers in making the strategic decisions to achieve the optimum synergies within and between channels. Participants showed a preference for offline and 2D in most situations however there was evidence that enjoyment, entertainment, sociable shopping, the ability to reinvent yourself, convenience and institutional trust were RA of SL in comparison to one of the other two channels.
307

Reflektioner om musikundervisning : framgångsfaktorer i skapandet av lärandemiljöer i musik / Reflections on music education : success factors in the creation of learning environments in music

Lundin, Viktor January 2020 (has links)
The purpose of the study is to study, from a teacher's perspective, how music teachers describe how they identify success factors for good musical learning environments in music teaching as well as what teachers need to be able to implement it.. The study has a hermeneutic perspective with the hermeneutic circle as a concept. To study how music teachers reflect and reason about success factors and learning, a qualitative semistructured interview study with music teachers who work at secondary school and high school were conducted. Previous research reports on various factors that influence music education from different perspectives such as teacher education, student, music teacher and evaluation perspectives. Results show that the music teachers are satisfied with their teaching situation in many ways and at the same time they see opportunities for improvement. Improvement opportunities that can be difficult to obtain. The discussion clarifies similarities between the previous research but also differences in how the Swedish music teacher works with student focus as a priority. The discussion provides suggestions for further research on the subject where the researcher sees further research on whole and half class in music education and how students view the quality of music education within it.
308

O ensino de História em ambientes não-formais : o museu como ambiente educativo /

Maria, Fábio Genésio dos Santos January 2019 (has links)
Orientador: Macioniro Celeste Filho / Resumo: A educação do século XXI trouxe consigo diversos desafios e perspectivas para o ensino de História e para a educação como um todo. O advento das novas tecnologias de informação e comunicação e as alterações ocorridas na sociedade exigem de nós professores um repensar de nossa prática docente. Diante desta nova realidade, a pesquisa buscou analisar novas estratégias de ensino e aprendizagem no ensino da disciplina de História conciliando com os ambientes não-formais de educação, dando ênfase no museu como ambiente educativo. Para tal, foi realizada inicialmente uma pesquisa bibliográfica com o objetivo de conhecer o que já se sabe sobre o assunto. Posteriormente foram realizadas entrevistas com quatro professores da educação básica e quatro monitores e mediadores de museus da região objetivando o aprofundamento da temática. Durante a pesquisa foi possível perceber que os professores realizam visitas técnicas a museus e reconhecem sua importância, no entanto elencam diversas dificuldades, tais como: falta de verba para realização da atividade, dificuldade em se conseguir transporte e preconceito relacionado as atividades extramuros da escola, muitas vezes entendida como perda de tempo. Ainda foi possível perceber certa discrepância entre as realidades das escolas públicas, municipais e estaduais, com as escolas privadas que possuem apoio e incentivo para realização das visitas técnicas. Em relação aos museus, embora enfrentem diversas dificuldades relacionadas a manutenção e re... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The education of the twenty-first century brought with it several challenges and perspectives for the teaching of History and for education as a whole. The advent of the new technologies of information and communication and the changes that have taken place in society require us teachers to rethink our teaching practice. Faced with this new reality, the research sought to analyze new teaching and learning strategies in the teaching of History, conciliating with the non-formal environments of education, emphasizing the museum as an educational environment. For this, a bibliographical research was initially carried out in order to know what is already known about the subject. Subsequently, interviews were conducted with four teachers of basic education and four monitors and mediators of museums in the region and neighborhood with the aim of deepening the theme. During the research it was possible to realize that teachers make technical visits to museums and recognize their importance, however they listed several difficulties, such as: lack of money to carry out the activity, difficulty in getting transport and prejudice related to activities outside the school, often understood as a waste of time. It was still possible to realize some discrepancy between the realities of public, municipal and state schools, in private schools that have support and incentive to carry out the technical visits. In relation to museums, although they face several difficulties related to the maintena... (Complete abstract click electronic access below) / Mestre
309

Brain-compatible Learning Environments

Evanshen, Pamela 01 July 2007 (has links)
No description available.
310

Environments That Work!

Evanshen, Pamela, Phillips, L. 01 October 2003 (has links)
No description available.

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