• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 8316
  • 2765
  • 2709
  • 2011
  • 444
  • 273
  • 258
  • 215
  • 127
  • 92
  • 89
  • 67
  • 61
  • 51
  • 49
  • Tagged with
  • 19940
  • 5631
  • 5520
  • 2760
  • 2234
  • 2093
  • 1992
  • 1990
  • 1930
  • 1734
  • 1724
  • 1524
  • 1232
  • 1221
  • 1221
  • 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.
331

The development of social competence behaviors with adults of children at age six /

Stewart, Luan Wagner January 1980 (has links)
No description available.
332

The organization of spontaneous adult social play /

Bowman, John Robert January 1982 (has links)
No description available.
333

The approval motive and mode of reaction to socially desirable and socially undesirable psychological interpretations /

Warehime, Robert George January 1965 (has links)
No description available.
334

The nature of teacher-pupil interaction in informal and traditional classrooms.

Arnold, Virginia Ann January 1972 (has links)
No description available.
335

The relationships among social episode perception, antecedent variables, and performance /

Lyness, Karen Sue January 1978 (has links)
No description available.
336

Development of driver environment in crane cabin

Nordin, Frida, Olsson, Stina January 2008 (has links)
This report is the result of a master thesis performed at MacGREGOR (SWE) AB (Crane Division), Örnsköldsvik. MacGREGOR (SWE) AB (Crane Division) is the world’s leading marine cargo crane supplier with cranes designed for operation in harbor and sheltered water environments. The project aimed to identify and investigate needs and problem areas in the crane cabin with the purpose to design an ergonomic and user-friendly driver environment. Besides ergonomics and user interaction, sturdiness, comfort and safety have been keywords throughout the project. It has not been possible to observe drivers at work because of the world wide location of the cranes. Therefore needs and problem areas were identified through interviews with personnel at MacGREGOR (SWE) AB (Crane Division) and analysis through different methods and softwares such as I- deas, Jack and RULA. The project group has also been given the opportunity to drive a crane and observe the relations between regulators, indicators and driver. To investigate new solutions and designs, competitors and related technologies were thoroughly analyzed. Four concepts were created after the design specification was established. To see how well the concepts fulfilled the identified needs they were evaluated in a merit calculation table. Concept 1 “Rotate all” and concept 4 “Office chair” were then compared in a weak-point analysis. After consultation with the instructors at MacGREGOR (SWE) AB (Crane Division) it was decided that “Rotate all” was to be further developed. The final solution is a combination of new ideas and ideas from the four concepts in the concept design phase. Aspects considering function and form have been carefully thought out using theoretical guidelines in ergonomics, semiotics and gestalts. The new crane cabin emphasizes quality and a feeling for the company through colors, shape and placement. The new crane cabin is based on an adjustable interior suited for drivers between the 5th and 95th percentile. A major improvement is the rotating chair with integrated control levers on the armrests. The indicators and regulators are separated and now placed on the walls. The visual field is improved with a larger front window and a tilted floor window. / <p>Validerat; 20101217 (root)</p>
337

Touching reality: Exploring how to immerse the user in a virtual reality using a touch device

Saar, Erik January 2014 (has links)
This paper explores the field of virtual reality and how immersion and presences can be increased when it comes to navigation and interaction with Virtual Environments. The availability of VR technology has sparked a trend, especially in game development. Old ways of designing for interactive environments have tobe revised. This is done by exploring the massive body of work done on VR, exploring its underlying concepts, using tested design techniques and ways of evaluating interaction for VR. A design suggestion in the form of utilizing a tablet device as the main input device is derived. By using the knowledge gained from reviewing the research on VR conclusions are drawn on how not just design for a touch device, but when designing for many types of input devices
338

Vibronic Interaction in Linear Polyatomic Molecules

Kam, Kui-Ting 10 1900 (has links)
This thesis deals with the weak interaction between the electronic and degenerate vibrational motions in linear polyatomic molecules. Second-order vibronic energy expressions are obtained for triatomic and tetratomic molecules in degenerate electronic states. / Thesis / Doctor of Philosophy (PhD)
339

Learning Patterns as Indication of Training Pre-requisites for Simulation Based Research

Trinkune, Anna Marija January 2022 (has links)
In order to perform research using novel systems it is first important to distinguish if the collecteddata reflects the manipulations performed by the researcher or the fact that the system might beunfamiliar to the subject. Especially when using highly complex systems such as trainingsimulators, researchers should aim to begin their studies by ensuring that the system is fullylearned. The current study used a virtual reality simulation of a futuristic reconnaissance missionscenario to investigate how performance, mental workload and psychophysiologicalmeasurements changed during repeated training and how data would reflect an additional stimulusappearance after the system had been learned. The results confirmed pre-existing theories oflearning and showed that response to additional tasks after the system had been learned wouldfluctuate but not reach the same levels that were visible at the beginning of the training. Thissmaller increase in response could be assumed to accurately reflect the manipulation of thescenario rather than the novelty of the system.
340

Interactions en environnements virtuels: aspects multimodaux

Lortie, Catherine 19 April 2018 (has links)
Tableau d’honneur de la Faculté des études supérieures et postdoctorales, 2012-2013. / Les environnements virtuels prennent jour après jour une importance grandissante dans nos sociétés modernes. Leurs applications sont de plus en plus nombreuses, allant du récréatif et de l'éducatif au thérapeutique et à la télémédecine. Cependant, les paramètres exacts qui influencent l'organisation sociale dans les espaces virtuels sont encore grandement méconnus. Les résultats présentés dans ce mémoire visent à approfondir nos connaissances des interactions sociales en environnements virtuels. L'étude des interactions sociales, facteur clé de l'immersion dans les environnements virtuels, sera divisée selon trois aspects : les aspects langagiers, les aspects visuels et un cas extrême des aspects visuels en environnements virtuels. Le premier chapitre de ce mémoire, portant sur les aspects langagiers des environnements virtuels, démontre que le jugement d'humanité d'un interlocuteur durant une interaction sociale dépend non seulement du comportement de celui-ci, mais également du comportement du juge lui-même. De plus, nos résultats mettent l'accent sur l'aspect collaboratif du dialogue, tout comme sur la nature multidimensionnelle et multifactorielle de ce processus. Le deuxième chapitre de ce mémoire, portant sur les aspects visuels des environnements virtuels, suggère que les dynamiques sociales pourraient avoir une plus grande importance pour l'utilisateur que la récompense immédiate qu'apporte l'utilisation optimale de l'interface, et ainsi, représenter un facteur majeur d'immersion dans les environnements virtuels. Le troisième chapitre de ce mémoire, portant sur un cas particulier de l'aspect visuel des environnements virtuels, démontre que la sélection sociale basée sur l'apparence semble jouer un rôle considérable dans le regroupement social des communautés en ligne. Ainsi, présenter une apparence semblable pourrait donc représenter un moyen de favoriser l'émergence de groupes sociaux solides et durables. En somme, les résultats présentés dans les différents chapitres de ce mémoire sont non seulement essentiels pour la compréhension des fondements cognitifs des comportements sociaux dans les contextes virtuels, mais également pour l'optimisation de l'utilisation et du design des environnements virtuels immersifs futurs.

Page generated in 0.0293 seconds