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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.
101

An Expert System Approach to the Evaluation of Hypertext Engineering : An Experiment with KnowledgePro and MaxThink's

Pak, Min Sun 12 1900 (has links)
The purpose of this study is to create the prototype expert system, HEES, and to examine its usability and usefulness in evaluating hypertext software.
102

Knowledge acquisition and conceptual models: A Cognitive analysis of the interface

Dillon, Andrew January 1987 (has links)
This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (1987) Knowledge acquisition and conceptual models: a cognitive analysis of the interface. In: D. Diaper and R.Winder (eds.) People and Computers III. Cambridge: Cambridge University Press, 371-379. Abstract: Understanding how users process the information available to them through the computer interface can greatly enhance our abilities to design usable systems. This paper details the results of a longitudinal psychological experiment investigating the effect of interface style on user performance, knowledge acquisition and conceptual model development. Through the use of standard performance measures, interactive error scoring and protocol analysis techniques it becomes possible to identify crucial psychological factors in successful human computer use. Results indicate that a distinction between "deep" and "shallow" knowledge of system functioning can be drawn where both types of user appear to interact identically with the machine although significant differences in their respective knowledge exists. The effect of these differences on user ability to perform under stress and transfer to similar systems is noted. Implications for the design of usable systems are discussed.
103

User centered design of hypertext and hypermedia for education

McKnight, Cliff, Dillon, Andrew, Richardson, John January 1996 (has links)
Winner of the 1997 Brown Publication Award from ECT. This item is not the definitive copy. Please use the following citation when referencing this material: McKnight, C., Dillon, A., and Richardson, J. (1996) User Centered Design of Hypertext and Hypermedia for Education. In: D. Jonassen (ed) Handbook of Research on Educational Communications and Technology. New York: Macmillan, 622-633 Abstract The chapter begins by describing the fundamental concepts of hypertext and gives a brief overview of the different philosophical perspectives manifest in the key figures of the field. It then considers the role of hypertext in learning, concluding from a review of empirical evaluations that many of the claims for hypertext have failed to be substantiated. It is argued that for a variety of conceptual and methodological reasons, it is extremely difficult to evaluate hypertext experimentally in an educational context. However, rather than simply abandon either hypertext or empirical evaluation, the chapter concludes by arguing for an empirically grounded, user centred approach to the design of hypertext based on a knowledge of the users, their tasks, the information space and the context in which the three interact.
104

Integrated Media Technologies for Satellite Decision Support Systems

Sutton, S. A., Yu, C. S. 10 1900 (has links)
International Telemetering Conference Proceedings / October 26-29, 1992 / Town and Country Hotel and Convention Center, San Diego, California / Within the Aerospace industry, the operational community is facing staff reductions, reduced skill levels, and greater complexity of space assets and space missions. This combination requires that techniques be developed that more efficiently interface a human operator with a complex computer system. Operational support of complex space systems will be greatly facilitated by better presentation of information. The presentation and distribution of complex data must evolve towards formats that are easily and naturally embraced by our sensory systems. Some of the information technologies/techniques that facilitate the presentation of complex dynamic graphical data fall into a category called integrated media. The cost of implementing integrated media (IM) architectures has decreased substantially within in the past five years. While implementation costs continue to recede, the quality and value of information that can be presented using IM technologies continues to improve. Today's IM architect can select a variety of components including digital interactive video, 3D Navigable Worlds, Multimedia Authoring Systems, standardized compressors for IM data, low cost high volume storage systems, and operating system extensions for temporal data management. Together, these components form a solid foundation for the development of a variety of compelling IM architectures. Existing satellite support and mission data processing architectures typically present tabular data for assessment. Some "advanced" systems include 2D graphical projections of the data. System experts are generally trained to correlate relationships between tabular data items. The training required to "learn" these complex relationships is tedious and time consuming. This complexity impedes productivity and as space systems increase in sophistication, these techniques for data assessment are quickly becoming antiquated. The development of a prototype decision support system explores the utility of an integrated media documentation system as part of a full-featured decision support architecture for satellite operations.
105

On-line learning for adaptive text filtering.

January 1999 (has links)
Yu Kwok Leung. / Thesis (M.Phil.)--Chinese University of Hong Kong, 1999. / Includes bibliographical references (leaves 91-96). / Abstracts in English and Chinese. / Chapter 1 --- Introduction --- p.1 / Chapter 1.1 --- The Problem --- p.1 / Chapter 1.2 --- Information Filtering --- p.2 / Chapter 1.3 --- Contributions --- p.7 / Chapter 1.4 --- Organization Of The Thesis --- p.10 / Chapter 2 --- Related Work --- p.12 / Chapter 3 --- Adaptive Text Filtering --- p.22 / Chapter 3.1 --- Representation --- p.22 / Chapter 3.1.1 --- Textual Document --- p.23 / Chapter 3.1.2 --- Filtering Profile --- p.28 / Chapter 3.2 --- On-line Learning Algorithms For Adaptive Text Filtering --- p.29 / Chapter 3.2.1 --- The Sleeping Experts Algorithm --- p.29 / Chapter 3.2.2 --- The EG-based Algorithms --- p.32 / Chapter 4 --- The REPGER Algorithm --- p.37 / Chapter 4.1 --- A New Approach --- p.37 / Chapter 4.2 --- Relevance Prediction By RElevant feature Pool --- p.42 / Chapter 4.3 --- Retrieving Good Training Examples --- p.45 / Chapter 4.4 --- Learning Dissemination Threshold Dynamically --- p.49 / Chapter 5 --- The Threshold Learning Algorithm --- p.50 / Chapter 5.1 --- Learning Dissemination Threshold Dynamically --- p.50 / Chapter 5.2 --- Existing Threshold Learning Techniques --- p.51 / Chapter 5.3 --- A New Threshold Learning Algorithm --- p.53 / Chapter 6 --- Empirical Evaluations --- p.55 / Chapter 6.1 --- Experimental Methodology --- p.55 / Chapter 6.2 --- Experimental Settings --- p.59 / Chapter 6.3 --- Experimental Results --- p.62 / Chapter 7 --- Integrating With Feature Clustering --- p.76 / Chapter 7.1 --- Distributional Clustering Algorithm --- p.79 / Chapter 7.2 --- Integrating With Our REPGER Algorithm --- p.82 / Chapter 7.3 --- Empirical Evaluation --- p.84 / Chapter 8 --- Conclusions --- p.87 / Chapter 8.1 --- Summary --- p.87 / Chapter 8.2 --- Future Work --- p.88 / Bibliography --- p.91 / Chapter A --- Experimental Results On The AP Corpus --- p.97 / Chapter A.1 --- The EG Algorithm --- p.97 / Chapter A.2 --- The EG-C Algorithm --- p.98 / Chapter A.3 --- The REPGER Algorithm --- p.100 / Chapter B --- Experimental Results On The FBIS Corpus --- p.102 / Chapter B.1 --- The EG Algorithm --- p.102 / Chapter B.2 --- The EG-C Algorithm --- p.103 / Chapter B.3 --- The REPGER Algorithm --- p.105 / Chapter C --- Experimental Results On The WSJ Corpus --- p.107 / Chapter C.1 --- The EG Algorithm --- p.107 / Chapter C.2 --- The EG-C Algorithm --- p.108 / Chapter C.3 --- The REPGER Algorithm --- p.110
106

O gênero game: possibilidades criativas de leitura / The genre game: creative possibilities of reading

Camila Mourão Dias 27 March 2013 (has links)
Fundação Carlos Chagas Filho de Amparo a Pesquisa do Estado do Rio de Janeiro / A presente pesquisa tem como objetivo geral defender o ato de jogar como processo de leitura, concebida como construção de sentido(s), da qual o jogador participa como coautor. Para realização dessa tarefa, sugerimos uma descrição do game como gênero discursivo hipermodal. Teorias da área do estudo de games foram articuladas a teorias da área de Letras, a fim de respaldar com coerência teórica os objetivos aqui pretendidos. O corpus a ser estudado compõe-se de uma transcrição de uma jogada completa do game Heavy Rain e de gravações de cenas fílmicas e controláveis do mesmo jogo. Nesta pesquisa, defendemos a atividade lúdica como um processo de leitura bastante enriquecedor, que exige do jogador uma postura ativa, na qual ele precisa concretizar habilidades diversas para dar conta de construir sentidos a partir da multiplicidade semiótica do game / This research aims to defend the general act of play as the reading process, conceived as the construction of meaning(s) from which the player participates as co-author. To perform this task, we suggest a description of the game as a speech genre hipermodal. Theories of the study area games have been articulated to the area of Humanities in order to endorse theoretical coherence with the objectives pursued here. The corpus to be studied consists of a transcript of a play full game Heavy Rain and records of film scenes and controllable same game. In this research, we advocate a ludic activity as a reading process very enlightening, which requires an active player, in which he must fulfill different skills to realize construct meaning from the multitude of semiotic game
107

Minimal Hyperlinking Hytime Documents: Especificação e Apresentação de Estruturas Clássicas de Hipertexto. / Minimal Hyperlinking Hytime Documents: Specification and Browsing of Classic Hypertext Structures

Trindade, Ciro Cirne 16 April 1997 (has links)
Os hiperdocumentos manipulados pelos sistemas hipertexto clássicos não podem ser utilizados em outro sistema ou plataforma. O padrão HyTime, uma extensão de SGML, constitui um esforço para permitir que documentos hipermídia e multimídia possam ser descritos em termos de sua estrutura e conteúdo e, desse modo, ser utilizados por quaisquer sistemas conformantes. Esse trabalho investiga os recursos para especificação de hiperdocumentos hipermídia de HyTime, em particular, aqueles providos por um Minimal hyperlinking HyTime document, uma classe de documentos definida pelo padrão. Como resultado deste trabalho, algumas estruturas tradicionais da literatura sobre hipertexto foram especificadas em um DTD através de construtores HyTime, um sistema básico hipermídia para autoria e apresentação dessas estruturas foi modelado, e a codificação da apresentação dessas estruturas através de applets Java foi implementada para que elas possam ser utilizadas no ambiente da WWW. / Classic Hypertext Systems have defined their documents so that they cannot be interchanged between systems or platforms. HyTime is an ISO standard, built as an extension of SGML, defined so as to allow the specification of multimedia and hypermedia documents to be made in terms of their stucture and contents ⎯ as a result hyperdocuments can be interchanged among any HyTime conforming systems. The work reported in this dissertation investigates what sort of documents are those conforming to Minimal hyperlinking HyTime documents. As a result, the work presents (a) the specification of a DTD that allows constructors supported in several classic hypertext systems, (b) the architecure of a conforming hypermedia environment and (c) a Java implementation for the constructors specified - so that the underlying classic hypertext structure can be made available in a open distributed hypermedia system such the WWW.
108

As revistas Veja impressa e on-line em perspectiva dialógica : dois universos, dois leitores? /

Sabadini, Daniele Cristina. January 2006 (has links)
Orientador: Renata Maria Facuri Coelho Marchezan / Banca: Arnaldo Cortina / Banca: Valdemir Miotello / Resumo: Esta dissertação tem por objetivo maior caracterizar o leitor de Veja on-line, em comparação ao da revista impressa. O corpus é composto por 12 publicações, entre julho e outubro de 2004, das duas versões de Veja. Buscamos,por meio de uma perspectiva discursiva, lançar um olhar para as diferenças e semelhanças que constituem ambas revistas e para a relação que essas mudanças têm com o lugar preenchido pelo leitor. Para tanto, fundamentamos o estudo na obra de Mikhail Bakhtin, uma vez que, nesse contexto de reflexão, o leitor ganha um lugar destacado. Coerentemente com a perspectiva teórica adotada, não utilizamos, no estudo, pesquisas realizadas com os leitores do meio on-line; apenas seguimos as marcas discursivas e textuais presentes na própria revista, sempre comparada ao seu respectivo número impresso. A diferença mais evidente entre os dois veículos (impresso e on-line) está, sem dúvida, no suporte, entendido, aqui, tando no sentido do material físico em que ambos são apresentados - papel e tela - quanto no sentido de organização desse espaço material. Nesse aspecto, a forma de apresentação dos textos em janelas e não páginas é a diferença mais evidente. No entanto, o foco principal de nossa atenção recai sobre a relação do suporte com a articulação das vozes que constituem a revista, com os modos pelos quais se pressupõem o interesse, o desejo e a resposta do outro. É por esse caminho que compreendemos o universo on-line e caracterizamos seu leitor. / Abstract: This dissertation aims, as its main goal, to characterize the reader of online Veja, comparing them to the readers of the printed magazine. The corpus is composed for 12 publications between July and October of 2004 of the two versions of Veja. We searche, from a discoursive perspective, the differences and similarities that compose both magazines and the relations that these changes have on the reader's place. For this purpose, the study is based on the works of Mikhail Bakhtin, since, on his reflections, the reader has an emphatic position. According to this perspective, we don't use, in the analysis, any research with the readers of online magazine; we just follow textual and discoursive marks that are written in the magazine, comparing them with he printed Veja. The most evident difference between both magazines (printed and online ones) is in the media that must be understood in two ways: the physical place where they are exposed (paper and screen) and the organization that involves these places. In this aspec,the most clear difference can be seen in the presentation of the texts-windows instead of pages. However, our main focus is placed on the relation of the magazines spaces with voices articulation that build Veja (printed and online), besides the tricks by with the magazines presuppose the interest, the desire and the reply of the reader. It os for this way that we comprehend the online universe and we characterize its reader. / Mestre
109

The construction of student pathways during information-seeking sessions using hypermedia programs : a social semiotic perspective

Zammit, Katina, University of Western Sydney, College of Arts, School of Humanities and Languages January 2007 (has links)
The thesis extends the use of systemic functional linguistics (SFL) to describe and analyse the semiotic systems beyond language by providing a detailed and systematic approach to the description of multimodal hypertext systems. The thesis uses a social semiotic approach to the text in order to develop an analytical framework for the description of hypertext through the two dimensions of rank and metafunction. This approach is employed to describe, assess and evaluate the pathways that student user groups construct using hypertext resources during a task-based information search session. The resources realised at the ranks of element, screen and pathway are described across four metafunctions: Representational, Interactive, Compositional and Logical. The data which forms the basis of the thesis was collected from a Year 4-5-6 classroom in a primary school in Sydney, Australia. The substantive contributions of this thesis detail the resources of the hypertext analytical framework. / Doctor of Philosophy (PhD)
110

Det berättade spelet : En analys utifrån de narrativa aspekterna tid, historia och diskurs i datorspelet Final Fantasy IX

Johansson, Klas Unknown Date (has links)
<p>Med utgångspunkt från att det finns en antydan till en berättelse i datorspelet Final Fantasy IX argumenterar denna uppsats för att spelet innehar en narrativ struktur. Diskussionen förs genom att undersöka om vi kan uppfatta spelet som en text; om det är möjligt att applicera Gérard Genettes teorier om berättelsers hastighet samt om det är möjligt att urskilja en dubbel kronologi i spelet. Som teoretisk bakgrund används datorspelsforskning, textteori, narratologi samt termer hämtade från ny medieforskning, vars ändamål är att undersöka om vi kan utläsa en berättelse i Final Fantasy IX.</p>

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