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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.
161

Μελέτη του μηχανισμού εστίασης της προσοχής ενός χρήστη κατά την αναζήτηση πληροφοριών στο Διαδίκτυο

Κοροβέσης, Άλκης 14 May 2012 (has links)
Στον ολοένα και αυξανόμενο όγκο πληροφοριών που υπάρχει διαθέσιμος οποιαδήποτε στιγμή στο Διαδίκτυο, ο τρόπος πρόσβασης του χρήστη σε αυτόν γίνεται διαρκώς ευκολότερος. Ο κάθε χρήστης του Διαδικτύου έχει ανά πάσα στιγμή τη δυνατότητα να βρει πληροφορίες συγκεντρωμένες σε έναν χώρο πολύ πιο εύκολα από ότι θα έκανε για παράδειγμα σε μια βιβλιοθήκη. Ενδιαφέρον παρουσιάζει ο τρόπος με τον οποίο ο κάθε χρήστης φτάνει στην εύρεση της πληροφορίας και η ενδεχόμενη ύπαρξη ενός μοντέλου στο οποίο βασίζεται αυτή η συμπεριφορά. Επειδή ο χώρος του Διαδικτύου είναι αχανής και πολύπλευρος, στα πλαίσια της παρούσας διπλωματικής επιλέξαμε να επικεντρωθούμε μόνο στις Σελίδες Κοινωνικής Δικτύωσης (Social Network Sites) και πιο συγκεκριμένα στο Facebook και στο Google+. Η επιλογή των δυο αυτών σελίδων έγινε με κριτήριο την ομοιότητα και των παρεμφερών δυνατοτήτων που προσφέρουν και οι δύο. Επίσης, μας δόθηκε η δυνατότητα να μελετήσουμε τη συμπεριφορά των χρηστών σε έναν χώρο, που για τους περισσότερους ήταν άγνωστος, όπως είναι το Google+, το οποίο μόλις πριν από λίγο καιρό έγινε διαθέσιμο σε όλους τους χρήστες του Διαδικτύου. Έτσι, λοιπόν, σχεδιάσαμε ένα πείραμα στο οποίο οι συμμετέχοντες θα αναλάμβαναν να κάνουν ένα συγκεκριμένο αριθμό παρόμοιων εργασιών τόσο στο Google+ όσο και στο Facebook και χρησιμοποιώντας τον Eye Tracker της Tobii καταγράψαμε τη συμπεριφορά τους. Αξιοποιώντας τις δυνατότητες, τις οποίες μας παρέχει το Tobii Studio, το λογισμικό που συνοδεύει το μηχάνημα, επιχειρήσαμε να αναλύσουμε αυτές τις συμπεριφορές βάσει κάποιων χαρακτηριστικών, που ονομάζονται μετρικές. Επειδή, όμως, το λογισμικό περιορίζεται σε συγκεκριμένα χαρακτηριστικά που υπολογίζει, κρίθηκε αναγκαία η ανάπτυξη μιας μεθόδου με την οποία θα γινόταν η εξαγωγή περαιτέρω χρήσιμων χαρακτηριστικών , ενός είδους εργαλείου σε πολύ αρχικό στάδιο ωστόσο. Τέλος, χρησιμοποιώντας το SPSS κάναμε στατιστική ανάλυση των αποτελεσμάτων τόσο του πειράματος όσο και των συνοδευτικών σε αυτό ερωτηματολογίων για να τα επιβεβαιώσουμε και στατιστικά. / In the constantly increasing mass of information that is available anytime on the Internet, the way each user accesses it becomes easier. Each user of the Internet has at any time the opportunity to find information gathered all in one place a lot easier than he could do in a library for example. The way each user comes to finding that information and the potential existence of a model on which this behavior is based, is of great interest. Due to the fact that the Internet is vast and versatile, in this thesis we decided to focus only on social network sites and more specifically on Facebook and Google+. The choice of these two sites was made based on their resemblance and the similar opportunities they both have to offer. In addition, we were given the chance to study the behavior of users in a site, with which most people were not familiar, like Google+, which has been made available to everyone only a couple of months ago. So we designed an experiment on which the participants would undertake a certain amount of similar tasks both in Google+ and Facebook and using Tobii’s Eye Tracker we recorded their behavior. Utilizing the abilities that Tobii Studio, the software accompanying the Eye Tracker, offers us, we attempted to analyze these behaviors based on some characteristics, known as metrics. However due to the fact that the software is limited only on certain characteristics that it measures, we judged it was necessary to develop a method that would extract some more useful characteristics, like a tool, although in a very early stage. Finally, using SPSS we made a statistical analysis of both the experiment’s and the accompanying questionnaire’s results to confirm them also statistically.
162

Design and development of end user development platform for mobile games using social media

Llorente Munoz, Ruben Cesar 19 October 2012 (has links)
In the present project I purpose the design and development of a collaborative game editor for the Android CityScrabble application based in the Google+ Hangouts Platform. CityScrabble is a kind of Scrabble game where several players can play in a real location. This kind of game is called location-based. The game can be located in all around the world. Each player will be able to choose a topic about which he plays in every moment, and about this topic he must answer a group of hints (called elements in the editor). If the player answers correctly a hint, it will add the score value of the hint to his score and all the players will be informed about it in real time. Many technologies have been used in the development process. First of all and because the platform is Google+ I tried to use only technologies directly supported by Google (Google + API, Google Maps API, Hangouts API, Google AppEngine, Google Datastore) but Google AppEngine and Google Datastore gave me problems with the Python server so I decided to use MySQL as database management system. The queries are requested from PHP files allocated in the university server. Moreover, to allocate the Javascript, CSS and XML files needed I have used the server appspot provided by Google. As I said before, the editor is collaborative. This means that more than one person can be editing the same game at the same time. So it is for this reasons that Google+ Hangouts is the platform; to achieve this broadcasted edition. The hangouts allows to the participant to share the application, documents (by Google Docs), the screen, etc. And also provides videoconference and chat system. If I may return to the subject of the editor, it has been developed trying to be compact (due to the conditions of the Hangouts), grouping all the information in a little space and trying also to be intuitive for the user. Despite of this and due of the information compression in the interface, the final user may need a guide to introduce himself in the edition. This guide is included in the chapter 5 of the diploma thesis. I would like to finish this report remarking the utility that an editor might have in a game as CityScrabble, allowing to create games of any subject in any place of the world. I would like to remark also, that this editor has the potential to be improved adding much more features and allowing to edit other different kind of games for CityScrabble. / -
163

Impacto de las revistas de salud colombianas: comparación de Publindex versus Google Scholar Metrics, SciELO y SCOPUS / Impact of Colombian health journals: comparing Publindex versus Google Scholar Metrics, SciELO and SCOPUS

Rodríguez Morales, Alfonso J., Ochoa Orozco, Sergio Andrés, Mayta-Tristan, Percy 30 April 2014 (has links)
Trabajo previamente presentado en forma oral (TI-017), en parte, en el XXIV Congreso Estudiantil Colombiano de Investigación Médica (XXIV CECIM) y I Congreso Científico de COODESURIS (I CC COODESURIS), 15-18 de mayo de 2013, Pereira, Risaralda, Colombia, donde obtuvo el Premio "Segundo Lugar de Trabajos de Investigación". / The citation based indicators are recognized by the scientific community to assess the quality of scientific journals. Colombia has a rating system called the National Journal magazines Index (IBN) / Publindex. The objective of this study is to evaluate the impact of the Colombian health journals according to Google ScholarMetrics (GSM), SciELO, and SCOPUS, compared with the IBN classification for 2007-2011. In analyzing journals by GSM H index, we find that among the worst journals classified "C" by Publindex, there are publications with higher H5 index and H5 median than those top-ranked journals by IBN as "B" and "A2". There are journals such as The Colombian Anesthesiology that without being in IBN, has SciELO higher impact factor than several IBN "A1" journals. There are indexed journals in Scopus which despite being quartile 3 (Q3) are rated "A2" by IBN but they are Q4 journals classified as "A1" by IBN. This shows that Publindex classification is not consistent with journal impact indicators in three systems: GSM, Scopus, and SciELO, as it has been previously suggested by other authors. It is required to improve the Publindex classification and such classification should take into account citation and impact parameters so that the quality reflected in international indicators would be consistent with the national classification. / Revisión por pares
164

Modellering av volatilitet med Google Trends

Björnsjö, Filip, Henckel, Per January 2018 (has links)
Denna uppsats har undersökt om det är möjligt att predicera volatilitet på aktiemarknaden med hjälp av sökordsdata från Google. Trettio finansrelaterade termer valdes ut i predicerande syfte och en binär targetvariabel för volatilitet konstruerades. De trettio sökorden reducerades till fyra komponenter med hjälp av Principalkomponentanalys (PCA) och användes sedan med hjälp av K-Nearest-Neighbor (KNN) för att predicera huruvida kommande vecka väntades bli volatil eller inte. De slutgiltiga resultaten visade att sökordsdatan kunde användas för prediktion av volatilitet.
165

Comunicação e Geografia. Da cartografia tradicional aos mapas colaborativos na internet

Lima, Leonardo 18 November 2011 (has links)
Submitted by Pós-Com Pós-Com (pos-com@ufba.br) on 2011-11-18T14:13:41Z No. of bitstreams: 1 Leonardo-Branco-Lima.pdf: 11432452 bytes, checksum: ec8439d7e87a2d1d10237808d2f2a209 (MD5) / Made available in DSpace on 2011-11-18T14:13:41Z (GMT). No. of bitstreams: 1 Leonardo-Branco-Lima.pdf: 11432452 bytes, checksum: ec8439d7e87a2d1d10237808d2f2a209 (MD5) / A produção e o uso de mapas, no ambiente da internet, estão inseridos em um contexto de renovação das formas de mapeamento. Deste modo, dispositivos como o Google Maps representam a base capaz de desenvolver mapas colaborativos, o que, por sua vez, potencializa novas práticas no espaço geográfico. No mapeamento colaborativo, qualquer pessoa pode construir e personalizar seus temas, roteiros e lugares de preferência, além de poder inserir conteúdos de comunicação como vídeos, fotografias, áudios e textos. Nesses novos mapas, diferente do mapeamento oficial, não há a presença de um especialista em cartografia, que define e certifica o tema mapeado, bem como o enquadramento do assunto em questão (escala). Diante da variedade de mapas colaborativos disponíveis na internet, que se distinguem pelos temas apresentados, pelo processo de criação, pelas formas de acesso, pela presença de blogs e redes sociais, dentre outros aspectos, iremos propor nessa dissertação uma tipologia que atenda a atual fase dessa forma de mapeamento. Assim, buscando uma associação entre o campo da comunicação e da geografia, ao propor essa forma de produzir mapas como um fenômeno do campo da geografia da comunicação.
166

On-line řešení programového vybavení / On-line Software Solutions

Nurko, Tomáš January 2016 (has links)
This diploma work deals with a product and service comparison of office suites accessible through a web browser. The author will also compare the advantages and disadvantages of using the desktop and on-line versions. The main benefit of this work is the introduction of cloud-based services and the research results, which could be used by managers of IT departments. This work should help on deciding the right solution in the sphere of cooperation and facilitation of work. Last but not least is the comparison of financial solutions.
167

Proposta metodológica para validação de imagens de alta resolução do Google Earth para a produção de mapas

Lopes, Edésio Elias 24 October 2012 (has links)
Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro Tecnológico, Programa de Pós-Graduação em Engenharia Civil, Florianópolis, 2009 / Made available in DSpace on 2012-10-24T10:08:38Z (GMT). No. of bitstreams: 1 276060.pdf: 3367862 bytes, checksum: 502d9a0aa3d9d4e05e43268da8a75f1b (MD5) / Objetivou-se avaliar a qualidade posicional e geométrica das imagens de alta resolução disponibilizadas pelo Google Earth, utilizando como referência um mapeamento em escala 1/2.000 do município de Barbacena-MG. Em seguida, verificou-se a possibilidade da utilização das imagens do Google Earth como fontes de dados para a produção de mapas, definindo, nesse caso, seus tipos e a resolução versus escala, apontando fatores limitantes e excludentes no uso dessas imagens para fins de mapeamento. Os testes realizados demonstraram eficiência ao ilustrarem numericamente a realidade geométrica e posicional da imagem avaliada presente no banco de dados do Google Earth. A partir das análises, foi elaborada uma proposta metodológica contendo procedimentos e recomendações para a utilização consciente e responsável das imagens do Google Earth, além de considerações a respeito de suas limitações. / The objective of this Thesis was evaluate the positional and geometric quality of high-resolution images provided by Google Earth system, using as reference a cadastral mapping 1/2000 scale from the city of Barbacena, state of Minas Gerais, Brazil. Afterwards, it was verified the possibility of using images from Google Earth as data sources for maps production, in this case, defining their types and the resolution versus scale, indicating the limiting and excluding factors of using these images for mapping. The tests conducted in this research proved to be efficient by illustrating numerically the geometric and positioning reality of the reviewed image located in Google Earth#s database. From the analysis on, methodological procedures had been organized containing recommendations for responsible and aware use of Google Earth#s images, beyond some considerations about its deficiencies.
168

Google Translate och dess påverkan på webbplatser : En undersökning av användbarhet och tillgänglighet för Google Translate som maskinöversättning på webbplatser / Google Translate and its impact on websites

Melki, Jessica, Kouthoofd-Lans, Mischa January 2018 (has links)
Google Translate helps people around the world to translate from one language to another, and translates about 100 billion words every day. The translation is used for all types of information, for essays, on websites, social media or for every day communication. Companies and organizations can reach people all over the world by offering machine translation on their websites. This means that companies and organizations can spread their messages and their products to a much larger group of people. However, in order for the information to be correct, there must be an availability regardless of language. It is therefore interesting to find out if the usefulness of Google Translate as machine translation can affect the availability of websites. The purpose of the study is to find out if Google Translate as machine translation can affect a website's usefulness in translating the information provided by the website. The purpose of the study is limited by merely examining in what ways the usability and availability of the information "About Us" on government and municipal websites is affected by Google Translate as machine translation. The method used in the study is usability tests where a think aloud observation was conducted with study participants who tested the websites using task scenarios. The result of our study showed that Google Translate is useful as machine translation on websites. In conclusion, however, we discussed whether the results could have been affected due to the delimitations we made, such as language selection, websites and method.
169

Ranking factors to increase your positionon the search engine result page : Theoretical and practical examples

Andersson, Viktor, Lindgren, Daniel January 2017 (has links)
Search engine optimization (SEO) is the way to improve the visibility of a website on thesearch engine result page (SERP). If the website is not on the first three result, then it will bemissing most of the traffic that could be generated. This report will go into detail on how towork with SEO and how to get a website to rank high. Both On-page, how to work with codeand content, and Off-page, how to get more links, methods will be discussed, with a higherfocus on On-page.This paper strives to find what methods and techniques to use with the results gathered fromscientific databases, interviews and three websites with different levels of SEOimplementation. How to structure the code, where and how to use keywords, domain name,links and much more will be discussed in this paper.
170

Doodle games: análise da marca mutante jogável da Google

CARVALHO, Breno José Andrade de 31 January 2014 (has links)
Submitted by Amanda Silva (amanda.osilva2@ufpe.br) on 2015-04-15T14:04:58Z No. of bitstreams: 2 DISSERTAÇÃO Breno José Carvalho.pdf: 7743438 bytes, checksum: 813281bf1b4fa8aa00d2981ea012163f (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) / Made available in DSpace on 2015-04-15T14:04:58Z (GMT). No. of bitstreams: 2 DISSERTAÇÃO Breno José Carvalho.pdf: 7743438 bytes, checksum: 813281bf1b4fa8aa00d2981ea012163f (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2014 / O desenvolvimento de novas configurações dinâmicas nas identidades visuais das empresas, mais conhecidas por mutações de marcas, teve impulso nas plataformas digitais do século XXI. Nesse contexto, um tipo especial de mutação de marca foi introduzido pela Google, empresa que nasceu no ciberespaço e traz elementos de jogos digitais para levar uma experiência lúdica aos seus usuários. Nesse trabalho investigamos a mutação de marcas tomando como base trabalhos de diferentes autores na construção de um modelo de análise. De maneira geral, utilizamos os aportes sobre marca mutante de Kreutz (2005), Felsing (2010) e Nes (2012), acrescentando investigações no contexto de brinquedos com Vygotsky (1984) e Kishimoto (1996) e de jogos digitais por meio de Huizinga (1993) e Salen & Zimmerman (2012). Nosso modelo possibilita classificar as marcas mutantes em quatro categorias de mutação: estática, animada, brinquedo e jogável. Aplicamos o modelo para analisar 12 doodles da Google publicados no ano de 2013 nos quais observamos a existência dos quatro tipos de mutação propostos pelo modelo. Nosso trabalho contribui para o Design enquanto área de conhecimento, mais especificamente no universo do Design da Informação e do Design de Jogos, à medida que introduz o conceito de marca mutante jogável e aponta casos concretos já publicados desse tipo de mutação.

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