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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.
21

Behavior organization and the perception of spontaneity or deliberateness

Atkinson, Michael L. January 1982 (has links)
Thesis (Ph. D.)--University of Wisconsin--Madison, 1982. / Typescript. Vita. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 144-156).
22

Differential socialization of three value orientations toward social interaction

Thompson, Patricia Guthrie, January 1965 (has links)
Thesis (M.S.)--University of Wisconsin--Madison, 1965. / eContent provider-neutral record in process. Description based on print version record. Bibliography: l. 71.
23

Retrospective complementarity and the interpersonal situation

Wright, Aidan G. C. January 2006 (has links)
Thesis (M.S.)--Villanova University, 2006. / Psychology Dept. Includes bibliographical references.
24

Retrospective complementarity and the interpersonal situation

Wright, Aidan G. C. January 2006 (has links)
Thesis (M.S.)--Villanova University, 2006. / Psychology Dept. Includes bibliographical references.
25

Social references and self-evaluation : considerations in a therory of social influence

Simmons, Alan Burtham January 1965 (has links)
Three main research traditions have been associated with developments in social influence theory in recent years: (1) the study of social influence through persuasive communications, often "mass communications"; (2) the study of social influence through pressures to uniformity in small groups; and (3) the study of social influence through cognitive processes. Each of these research traditions has tended to develop its own rather distinctive perspective on the nature of social influence, but each has had difficulty in explaining one aspect of social influence—in a situation where there are a variety of accessible sources of influence (different reference groups) why does an individual adopt the perspective of one accessible group rather than another? In response to this problem, and several other problems, a conceptual and theoretical framework for social influence is set forth. From this framework several empirically testable hypotheses are developed, to form a partial explanation of social influence. This theory focuses on social norms, and how these become shared. Norms are viewed as performance expectations—ideals to be lived up to. Following level of aspiration studies, deviance from social norms is perceived as non-achievement of an ideal level of performance and, under certain conditions, capable of provoking feelings of failure. Conformity to social norms, on the other hand, is perceived as tantamount to achievement of an ideal level of performance and capable of promoting feelings of adequacy. The individual in an attempt to minimize feelings of failure does two things: (1) he strives to perform at the ideal level of performance that he has adopted, and/or (2) he tends to be attracted to, and hence internalize the norms of, action systems whose standards allow a favourable self-evaluation. The Cooley-Mead suggestion that self-evaluation is a function of one's evaluation by others is examined under specified conditions. Homans' suggestion that the evaluations one receives in a system are related to his conformity are also examined, as part of this theory. A study to test the theory developed was carried out among secondary school teachers in a large metropolitan school. The teachers were interviewed to find out how much they conformed to norms that they perceived to exist within the profession, and whether the degree of conformity in each case could be predicted by the theory. The results of conformity in each case could be predicted by the theory. The results of this study do not confirm the theory, but there is evidence to indicate that this may have been partially due to inadequacies of procedure in addition to inadequacies in certain theoretical assumptions. / Arts, Faculty of / Sociology, Department of / Graduate
26

Conception et évaluation de nouvelles techniques d'interaction dans le contexte de la télévision interactive / New gestural interaction techniques for interactive television

Vo, Dong-Bach 24 September 2013 (has links)
La télévision n’a cessé de se populariser et d’évoluer en proposant de nouveaux services. Ces services de plus en plus interactifs rendent les téléspectateurs plus engagés dans l’activité télévisuelle. Contrairement à l’usage d’un ordinateur, ils interagissent sur un écran distant avec une télécommande et des applications depuis leur canapé peu propice à l’usage d’un clavier et d’une souris. Ce dispositif et les techniques d’interaction actuelles qui lui sont associées peinent à répondre correctement à leurs attentes. Afin de répondre à cette problématique, les travaux de cette thèse explorent les possibilités offertes par la modalité gestuelle pour concevoir de nouvelles techniques d’interaction pour la télévision interactive en tenant compte de son contexte d’usage.
Dans un premier temps, nous présentons le contexte singulier de l’activité télévisuelle. Puis, nous proposons un espace de caractérisation des travaux de la littérature cherchant à améliorer la télécommande pour, finalement, nous focaliser sur l’interaction gestuelle. Nous introduisons un espace de caractérisation qui tente d’unifier l’interaction gestuelle contrainte par une surface, mains libres, et instrumentée ou non afin de guider la conception de nouvelles techniques. Nous avons conçu et évalué diverses techniques d’interaction gestuelle selon deux axes de recherche : les techniques d’interaction gestuelle instrumentées permettant d’améliorer l’expressivité interactionnelle de la télécommande traditionnelle, et les techniques d’interaction gestuelles mains libres en explorant la possibilité de réaliser des gestes sur la surface du ventre pour contrôler sa télévision. / Television has never stopped being popularized and offering new services to the viewers. These interactive services make viewers more engaged in television activities. Unlike the use of a computer, they interact on a remote screen with a remote control from their sofa which is not convenient for using a keyboard and a mouse. The remote control and the current interaction techniques associated with it are struggling to meet viewers’ expectations. To address this problem, the work of this thesis explores the possibilities offered by the gestural modality to design new interaction techniques for interactive television, taking into account its context of use.
More specifically, in a first step, we present the specific context of the television usage. Then, we propose a litterature review of research trying to improve the remote control. Finally we focus on gestural interaction. To guide the design of interaction techniques based on gestural modality, we introduce a taxonomy that attempts to unify gesture interaction constrained by a surface and hand-free gesture interaction.
Therefore, we propose various techniques for gestural interaction in two scopes of research : gestural instrumented interaction techniques, which improves the traditional remote control expressiveness, and hand-free gestural interaction by exploring the possibility o performing gestures on the surface of the belly to control the television set.
27

Ethos maintenance in Peruvian politics.

Altfillisch, Michael D. 01 January 1979 (has links) (PDF)
No description available.
28

INCORPORATING FLEXIBILITY AND INTERACTION IN THE URBAN CAMPUS: BLURRING THE DIVISION BETWEEN CITY AND UNIVERSITY

HEINEMAN, JOHN RICHARD 28 June 2007 (has links)
No description available.
29

An interaction Continuum for 3D Dataset Visualization / Un continuum d'interaction pour la visualisation de données 3D

Besançon, Lonni 14 December 2017 (has links)
Un nombre croissant de paradigmes d'interaction et de dispositifs ont été développés et étudiés pour les manipulations 3D.Ce développement bénéficie, en particulier, aux domaines scientifiques tels que la visualisation qui s'appuie sur la manipulation de données 3D.De nombreuses études ont démontré les avantages de chacun d'entre eux pour des tâches spécifiques liées à la visualisation. Pourtant, les interfaces utilisateur graphiques classiques ainsi que la souris et les claviers prédominent toujours dans la plupart des environnements interactifs: de tels environnements sont toujours utiles pour des tâches spécifiques et parce qu'ils sont facilement disponibles et accessibles par rapport aux nouveaux paradigmes d'interaction et aux dispositifs innovants. Contrairement à l'approche habituelle qui consiste à créer ou étudier un nouveau paradigme, une nouvelle technique ou un nouveau dispositif d'interaction, les travaux présentés dans cette thèse ouvrent la voie à un continuum d'interaction: la possibilité de passer d'un paradigme d'interaction à l'autre et de combiner deux ou plusieurs paradigmes d'interaction pour en tirer profit. Pour atteindre cet objectif, nous prenons plusieurs mesures. Tout d'abord, en se basant sur l'observation que la souris et le clavier, l'interaction tactile et l'interaction tangible sont maintenant des normes ou se rapprochent d'être des paradigmes d'interaction standard pour les cas d'utilisation occasionnelle ou spécifique, cette thèse étudie et compare leurs avantages et limites inhérents aux manipulations 3D.Sur la base de ce travail, nous créons ensuite un paradigme d'interaction hybride tactile et tangible. Basé sur les besoins de la visualisation scientifique pour la mécanique des fluides, nous mettons en œuvre des techniques spécifiques d'interaction exploratrice 3D avec le paradigme hybride et les évaluons avec des experts du domaine. La mise en œuvre prototypique de ce paradigme hybride est une tablette tactile capable de quantifier ses propres mouvements (rotations et translations). Sur la base des retours d'expérience des experts du domaine, une telle combinaison est plus flexible que l'état de l'art et permet des manipulations 3D précises. Avec le potentiel de ce paradigme hybride, nous abordons ensuite la tâche complexe de la sélection des sous-ensembles 3D ---une étape initiale majeure pour la compréhension des données. Alors que la sélection de sous-ensembles 3D est généralement effectuée avec une entrée 2D initiale étendue ultérieurement par la machine, notre combinaison d'interactions tactiles et tangibles permet aux utilisateurs d'avoir une technique de sélection entièrement manuelle avec la même tablette: un lasso 2D peut être dessiné avec une entrée tactile qui peut ensuite être étendue en 3D lors du déplacement de la tablette. Non seulement cette combinaison comble-t-elle un vide dans la taxonomie des techniques de sélection de sous-ensembles 3D, mais est, qui plus est, plus précise que les solutions partiellement automatisées, quoique plus lentes. Enfin, en nous appuyant sur l'observation selon laquelle une interaction tangible avec un dispositif localement couplé pourrait nécessiter des ajustements de facteur de gain, nous proposons d'utiliser un aspect spécifique de l'interaction tactile, la détection de pression, pour contrôler les facteurs de gain des manipulations tangibles. Les travaux présentés dans cette thèse démontrent donc le potentiel d'un continuum d'interaction pour la visualisation en proposant des paradigmes d'interaction hybrides dans une configuration facile à maintenir, facile à intégrer et abordable. Il fournit les premières étapes nécessaires pour un continuum d'interaction qui, espérons-le, inspirera la création de plus de techniques d'interaction hybrides pour l'interaction de données 3D. / An increasing number of interaction paradigms and devices are being developed and studied for 3D manipulations. This development benefits, in particular, scientific domains such as visualization which rely on manipulation of 3D data. Numerous studies have proven the benefits of each one of them for specific tasks involved in visualization. Yet, classical graphical user interfaces as well as mouse and keyboards still prevail in most interactive settings: such environments are still useful for specific tasks and because they are readily available and accessible when compared to innovative interaction paradigms and devices. In contrast to the usual approach to create or study a new interaction paradigm, technique, or device, the work presented in this thesis paves the way towards an interaction continuum: the possibility to transition between and combine two or more interaction paradigms to benefit from their inherent advantages. To achieve this goal we take several steps. First, building on the observation that mouse and keyboard, tactile interaction and tangible interaction are now standards or are getting close to being standard interaction paradigms for casual or specific use cases, this thesis studies and compares their inherent advantages and limitations for 3D manipulations. Based on this work, we then create a hybrid tactile/tangible interaction paradigm. Based on the needs of scientific visualization for fluid dynamics, we implement specific 3D explorative interaction techniques with the hybrid paradigm and evaluate them with domain experts. The prototypical implementation of this hybrid paradigm is a tactile-enabled and spatially-aware tablet. Based on the feedback from domain experts, such a combination is more flexible than the state of the art and still facilitates precise 3D manipulations. With the potential of this hybrid paradigm, we then tackle the complex task of 3D subsets selection---a major initial step for data understanding. While 3D subset selection is usually conducted with an initial 2D input later extended by the machine, our combination of tactile and tangible interaction allows users to have a fully manual selection technique with the same spatially-aware tablet: a 2D lasso can be drawn with tactile input which can then be extended into 3D when moving the tablet. Not only does this combination fill in an empty space in the taxonomy of 3D subset selection techniques, but we also found it to be more precise than partially-automated solutions---albeit being slower. Finally, building on the observation that tangible interaction with a locally-coupled device might need gain factor adjustments, we propose to use a specific aspect of tactile interaction, pressure-sensing, to control the gain factors of tangible manipulations. The work presented in this thesis thus demonstrates the potential of an interaction continuum for visualization by proposing hybrid interaction paradigms in an easy-to-maintain, easy-to-integrate, and affordable setup. It provides the necessary initial steps for an interaction continuum that will hopefully inspire the creation of more hybrid interaction techniques for 3D data interaction.
30

Organized Chaos! : Untangling multigenerational group interactions in a gamified science center.

Sarker, Biswajit January 2015 (has links)
This inductive study investigates interactions within groups of visitors during a science center visit. Using simplified interaction analysis of recorded videos; I explore the group dynamics in terms of what determines who takes the lead while multigenerational groups interact with different types of experiments. From the observations, I suggest that the age of different group members and specific design aspects of the experiments play the most important roles in the emergence of leadership. Teenagers in a group tend to take the leadership and dominate during a group interaction, while young children like to explore freely leading the group from one experiment to the next without focusing on finishing them properly. As for the design aspects, if an experiment requires cognitive skills then adults and teenagers take the lead but if an experiment requires physical skills and provides immediate feedback then young children take the lead. I also suggest, instead of guiding the young children in the group, adults tend to become observers during engagements. This study will be useful for researchers and interaction designers who are focusing their work on the behavior of multigenerational groups in science center or museum settings.

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