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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.
11

Projeto interativo dos molhes da Barra do Rio Grande-RS

Dienstmann, Gracieli January 2011 (has links)
O presente trabalho detalha o conceito de Projeto Interativo aplicado à obra de ampliação dos Molhes da Barra do Rio Grande-RS, uma das maiores obras de infraestrutura portuária do Brasil, a qual se desenvolve em substrato argiloso de baixa capacidade de suporte e elevada compressibilidade, com espessura média de 10m. A obra de ampliação dos molhes e sua estratigrafia são detalhados após a revisão de critérios de alerta aplicados à aterros sobre solos moles. Posteriormente com o intuito de aferir modelos, fez-se uma análise da sensibilidade dos parâmetros de projeto, através da aplicação dos conceitos de segurança segundo o Método dos Volumes Deslocados, a qual definiu que a relação de volumes deslocados (dVv/dVh - razão de volume vertical deslocado, dVv, por volume horizontal deslocado, dVh) é suscetível às condições de drenagem, aos parâmetros de resistência e compressibilidade do solo de fundação, da geometria da área carregada e dos locais onde as leituras são realizadas. A dependência das leituras a este conjunto de fatores reforça a necessidade de análises numéricas específicas para definição de níveis de alerta. A análise paramétrica observou também que a aferição de parâmetros deve ser feita distintamente entre parâmetros de resistência e compressibilidade. De posse destas observações foram aferidos os parâmetros de projeto. Sequencialmente fez-se a reavaliação das seções de simulação numérica através de uma retroanálise quando do alteamento dos molhes à cota +2m. Observou-se que as simulações conseguiram capturar o comportamento em campo, em termos de deslocamentos horizontais e verticais, distorções e poro pressão. Este procedimento foi repetido até a fase de fechamento dos molhes, retroanalisando-se etapas anteriores de construção para refinar a estimativa das etapas subsequentes, garantindo-se as condições de segurança da obra. Com base neste estudo apresenta-se uma discussão quanto à postulação de critérios de segurança em obras geotécnicas, observando que estes devem ser abrangentes, de acordo com as características da obra, definindo deformações máximas e controle de taxas de deformação e, em particular, a taxa de distorção que cresce linearmente próximo à ruptura e diminui quando do aumento da estabilidade durante o período de adensamento. / The concept of Interactive Design applied to a marine breakwater in Rio Grande-RS, southern Brazil, is described in the present paper. Besides a literature review concerning constructions control methods applied in soft soil embankments, the characteristics of the site and construction work are presented and, the stratigraphy is detailed, which is characterized by a soft foundation substrate of low capacity and high compressibility, with a thickness about 10m. Based on the need to postulate security levels in geotechnical projects, according the soft layer that support the current construction, the first steep was to perform a parametric evaluation of the breakwater using the Displaced Volume Method, a field stability control for embankments on soft soil. This parametric analyses shows that dVv/dVh (ratio of vertical volume displaced, dVv, per horizontal volume displaced, dVh) is a function of drainage conditions, strength and compressibility parameters, loaded area geometry, and location of measured points. The analysis is shown to be particularly sensitive to friction angle and compressibility .Given the sensitivity of the security analysis to several different parameters and geometrical conditions, it has been stressed that specific numerical analysis should be performed for every geotechnical problem. Using these observations, soil foundation parameters, obtained in the breakwater region, were checked, and recalibrated. After that, some back analysis to verify the models was made in all instrumentation sections. It was observed that the simulations were able to capture the measured behavior of horizontal and vertical displacements, distortions, and pore pressures. The analysis was repeated for different construction phases, so that a back-analysis of a previous stage could refine the predictions of the following stage. Finally, a field control is presented according to acceptable ranges of displacements, distortion and specially distortions rates, which increases linearly near the failure and decreases when increasing stability due to consolidation effects.
12

Designing for Stress Reduction by Connecting Heart Rate to Sounds / Design för minskning av stress genom att koppla hjärtfrekvens till ljud

Feng, Shuo January 2016 (has links)
With the progress of society, an increasing number of people pay close attention to their health. In this study, we designed a Heart Rate based interactive sound to investigate how biodata-based interactive sounds can affect the well-being of people. We used a variety of approaches to analyzing the data and feedback from users. Firstly, the Trier Social Stress Test protocol was employed as a basis for the test. Also, a package of cultural probes such as photos, diaries and cards were used to collect data from users' everyday life. Recruited by using a snowball sampling technique, five users took and completed the test. From the analysis, we identified problems with our design and realized how to potentially improve the device in the future. The main conclusion that could be drawn was that Heart Rate-based interactive sounds can help users to reduce stress, but that most individuals were more willing to listen to steady sounds in order to relax. / I takt med att samhället utvecklas, utvecklas också ett hälsomedvetet tänkande bland samhällets individer. I denna studie designade vi ett ljud baserad på hjärtfrekvens för att undersöka hur ljud baserade på biodata kan påverka välmåendet hos individer. Vi använde oss av en mängd tillvägagångssätt för att analysera data och återkopplingen från användarna. Det så kallade ”Trier Social Stress Test” protokollet utgjorde testets grund. Därtill användes en samling kulturella stimulis som exempelvis foton, dagböcker och kort, vilka användes för att samla data från användarnas vardagliga liv. Fem användare rekryterades genom snöbollsmetoden, och genomförde sedan testet. Utifrån analysen fann vi problem med vår design och insåg hur vi eventuellt kunde förbättra apparaten i framtiden. Den huvudsakliga slutsatsen som kan dras var att ljud baserad på hjärtfrekvens kan hjälpa användare att minska stress, fastän de flesta individer hellre ville lyssna på mer konstanta ljud för att slappna av.
13

Diseño interactivo como medio de prevención a la sarcopenia en personas de la tercera edad del Centro del adulto mayor de Chorrillos / Interactive design as a means of prevention of sarcopenia in elderly people of the Elderly Center of Chorrillos

Corales Gutierrez, Kevin Bryan 03 July 2019 (has links)
La presente investigación pretende abordar el diseño interactivo como medio de prevención a la sarcopenia, entendida como la pérdida de masa y potencia muscular en personas de la tercera edad. En la actualidad, se ha observado un bajo índice de actividad física en personas de 65 a 80 años. Según un artículo médico de la Universidad Peruana Cayetano Heredia, el porcentaje de adultos mayores con sobrepeso u obesidad en el Perú es de 21,4% y 11,9%, respectivamente (Penny, 2017). El desgaste en la capacidad de los órganos sensoriales son indicios considerables del avance en la adultez mayor. Una de las principales patologías que afecta al adulto mayor, es la disminución de músculo esquelético, el cual es causante de caídas, distensiones, distrofia muscular y enfermedades musculares. Estos factores generan la limitación funcional, pérdida de autonomía e incluso la muerte en el adulto mayor. Igualmente, la presente investigación busca brindar un aporte sólido al rol que desempeña el diseño interactivo en relación a la sarcopenia con el objetivo de prevenir o atenuar dicha patología. En paralelo a esta problemática, existen aplicaciones móviles interactivas enfocadas al diagnóstico de enfermedades primarias, mantener la mente activa y en general, preservar la salud del adulto mayor. Así pues, tras entender la relación de los factores claves en esta investigación, las conclusiones de este proyecto y la investigación del trabajo de campo que analizó a la población objeto de estudio, se propone desarrollar una aplicación móvil llamada Activos. Una solución planteada para promover la actividad física en el adulto mayor y atenuar la sarcopenia. En conclusión, las personas de la tercera edad que utilizaron el aplicativo móvil que se les presentó, argumentaron que es necesario ya que pueden realizar las rutinas de actividad física desde la comodidad de su hogar hasta en el parque. De este modo se beneficiarán, cuidarán su salud y además podrán acceder a posibles descuentos para sus consultas. / The present research aims to address interactive design as a means of prevention of sarcopenia, understood as the loss of muscle mass and power in the elderly. Currently, a low level of physical activity has been observed in people aged 65 to 80 years. According to a medical article from the Universidad Peruana Cayetano Heredia, the percentage of older adults who are overweight or obese in Peru is 21.4% and 11.9%, respectively (Penny, 2017). The wear on the capacity of the sensory organs are considerable indications of the advance in adulthood. One of the main pathologies that affects the elderly is the reduction of skeletal muscle, which is responsible for falls, strains, muscular dystrophy and muscle diseases. These factors generate functional limitation, loss of autonomy and even death in the elderly. Likewise, this research seeks to provide a solid contribution to the role played by interactive design in relation to sarcopenia with the aim of preventing or attenuating this pathology. In parallel to this problem, there are interactive mobile applications focused on the diagnosis of primary diseases, keeping the mind active and, in general, preserving the health of the elderly. Thus, after understanding the relationship of the key factors in this research, the conclusions of this project and the fieldwork research that analyzed the population under study, it is proposed to develop a mobile application called Assets. A solution proposed to promote physical activity in the elderly and attenuate sarcopenia. In conclusion, the elderly people who used the mobile application presented to them, argued that it is necessary since they can perform physical activity routines from the comfort of their home to the park. In this way they will benefit, take care of their health and also have access to possible discounts for their consultations. / Trabajo de investigación
14

The Citizen Lab : A collaborative design exploration of citizenship / The Citizen Lab : A collaborative design exploration of citizenship

Mehta, Tanu January 2023 (has links)
In this thesis I explore how design makes and unmakes citizenship through a collaborative independent project together with design student Théo Löfgren. I start out by looking at how the Swedish administrative levels of governance unmake citizenship by designing the Swedish citizens into customers. This has consequences since costumers have no obligations towards the collective, thus affecting sustainability on all levels (social, cultural, economical and ecological). Through my collaborative independent project I wanted to use design to critique that citizens are being designed into customers, as well as to create a design that promotes a citizenship of rights and obligations by co-creation. The result is a prototype of an interactive space called the Citizen Lab in which we (me and Théo Löfgren) use provotypes to create a discussion about the ‘customer citizen’ and the approach of participatory design to engage citizens in co-creation. The Citizen Lab was staged at the city library of Malmö (‘Malmö Stadsbibliotek’). In collaboration with the library and The Enforcement Authority (‘Kronofogden’) participants of the lab got to speculate about the future connected to problems and possibilities suggested by the collaborators. In the end the Citizen Lab proved to be a space in which participants could engage in co-creation as well as a place for us to try out our design and methods which were iterated on during the staging.
15

Framework to Facilitate Metacognitive Strategy Development in Computer-mediated Instruction: A Design and Development Study

Zhang, Qing 06 December 2019 (has links)
This study develops a computer-based interactive content design framework to guide the design of metacognitive scaffolds in ill-structured problem-solving instruction. It adopts Type II design and development research approach to create a comprehensive and generalizable instructional design framework. The framework was composed by synthesizing research and practical literature, and then evaluated by experts in related fields. The completed framework includes metacognitive strategies, instructional design strategies, interactive media types, question prompts, and feedback. Instructional designers, instructors, and other key stakeholders could follow the guidelines proposed in this framework to create metacognitive-based ill-structured problem-solving instruction using e-Learning authoring tools. On one hand, this study bridges the gap between theory and practice; on the other hand, it adds to literature in media research with focusing on utilizing various media types to create effective learning materials. / Doctor of Philosophy / This study aims to develop an interactive content design framework to guide the design of metacognitive scaffolds in ill-structured problem-solving instruction. It applies the Type II design and development research method. The framework was proposed by synthesizing pertinent literature, and then evaluated by experts in related fields. The completed framework includes metacognitive strategies, instructional design strategies, interactive media types, question prompts, and feedback. Instructional designers, instructors, and other key stakeholders could follow the guidelines to create computer-mediated instruction using e-Learning authoring tools. On one hand, this study bridges the gap between theory and practice; on the other hand, it adds to literature in media research with implementing various media types to create effective learning materials.
16

An in-depth descriptive case study of the development of 5 A Day Adventures, the CD-ROM

Miller, Mary Guy 03 October 2007 (has links)
The development of multimedia based educational materials have experienced major growth in the past three years. While many models of instructional development exist, most are narrowly focused and are rarely illustrated with actual project development. This dissertation addresses the development of 5 A Day Adventures, a multimedia CD-ROM based product. This study provides details on the design decisions as documented in the historical records with supplementation of personal knowledge of the development of the program. The study includes data regarding the identification of program objectives, instructional design strategies, formative evaluation, and implementation. / PhD
17

Generalized partial differential equations for interactive design

Ugail, Hassan January 2007 (has links)
Yes / This paper presents a method for interactive design by means of extending the PDE based approach for surface generation. The governing partial differential equation is generalized to arbitrary order allowing complex shapes to be designed as single patch PDE surfaces. Using this technique a designer has the flexibility of creating and manipulating the geometry of shape that satisfying an arbitrary set of boundary conditions. Both the boundary conditions which are defined as curves in 3-space and the spine of the corresponding PDE are utilized as interactive design tools for creating and manipulating geometry intuitively. In order to facilitate interactive design in real time, a compact analytic solution for the chosen arbitrary order PDE is formulated. This solution scheme even in the case of general boundary conditions satisfies exactly the boundary conditions where the resulting surface has an closed form representation allowing real time shape manipulation. In order to enable users to appreciate the powerful shape design and manipulation capability of the method, we present a set of practical examples.
18

Interactive design using higher order PDE's

Kubeisa, S., Ugail, Hassan, Wilson, M.J. January 2004 (has links)
Yes / This paper extends the PDE method of surface generation. The governing partial differential equation is generalised to sixth order to increase its flexibility. The PDE is solved analytically, even in the case of general boundary conditions, making the method fast. The boundary conditions, which control the surface shape, are specified interactively, allowing intuitive manipulation of generic shapes. A compact user interface is presented which makes use of direct manipulation and other techniques for 3D interaction.
19

數位教學輔助系統設計-以國中幾何教學為例

李樺瑾 Unknown Date (has links)
運用資訊及電腦科技的數位學習,漸漸改變許多人的學習方式。過去有許多數位學習之相關研究,大多從認知心理學、學習風格等學習理論面向,探討數位學習者的動機、參與態度、行為、滿意度、學習成效等;但是對於數位學習的內容應如何設計以達到滿意度與學習成效卻甚少研究,且使用者(教學者/學習者)在數位學習的設計過程中往往缺席。而事實上使用者的需求,才是數位學習設計的核心。 本研究以國中幾何為例,探討數位教學輔助系統之設計應如何融入學習活動。亦即以使用者為中心,了解其需求,考量上課情境及學習能力。於開發過程反覆請使用者評估並將回饋意見納入下一輪的設計。系統完成後,請使用者在課堂實際教學情境中運用本系統進行學習活動。 評估結果顯示,系統的內容與教學概念緊密扣連,其互動控制程度及回饋方式提供老師、學生可以逐步並重覆學習,達到教學目標。同時學生認為這樣的上課方式較專注、容易學習、新鮮有趣。因此,本研究所主張之設計方法達到實質成效,並且創造良好、愉悅的教學/學習經驗。 / E-learning has shaped and transformed the ways people learn. Previous e-learning related researches have focused much on the motives, attitudes, behaviors, satisfactions and effectiveness of the learners. However, the users’ (teacher/learner) learning activities have never been taken into consideration during the e-learning design process. The research intends to bridge the gap between the learning activities and the design process. During the initial design stage, the researcher interviewed Math teachers from several junior high schools to identify the suitable e-learning subjects which are too abstract to teach otherwise. After the discussion, Geometry was chosen for the e-learning subject. Through the entire design cycle, whether or not the system meets the teaching objects, students’ learning capacities, and classroom environments were iteratively evaluated and modified. The math teachers were involved in the entire design process. At the end, the completed system was used by teachers in their real math classes. From the results of evaluation, we find that the e-learning system has highly linked to the teaching concepts. The system provides enough interactive controls and feedbacks that allow teachers and students’ to set their own paces to learn gradually or repeatedly. Students agree that this learning process helps them to concentrate more, and achieve better performances. In addition, this e-learning system through the proposed designing process causes a more positive, pleasure and effective learning/teaching experiences.
20

Cultural impacts on web : an empirical comparison of interactivity in websites of South Korea and the United Kingdom

Kim, Inhwa January 2013 (has links)
This thesis explores cultural differences on interactive design features used in websites of South Korea and the United Kingdom from the perspective of both: professional website designers and end-users. It also investigates how the use of interactive design features from different cultures change over time. Four interaction types on websites; User to Interface (U2I), User to Content (U2C), User to Provider (U2P), and User to User (U2U) interactivity, and three interaction types on blogs; Blogger to Interface (B2I), Blogger to Content (B2C) and Blogger to Blogger (B2B) interactivity have been identified. Four cultural dimensions were used for the theoretical base of this study based on which four hypotheses were proposed in relation to the interaction types identified above; (a) High versus Low Context cultures for U2I, (b) High versus Low Uncertainty Avoidance for U2C, (c) High versus Low Power Distance for U2P and (d) Individualism versus Collectivism for U2U interactivity, in order to discover the effects of national cultures on interactivity in websites. We derived our own interactivity dimensions and mapped them to the four interaction types for websites and three for blogs. Interactive design features were derived from interactivity dimensions and examined in our studies. The findings revealed that there have been some changes towards homogeneity in the use of interactive design features on charity websites between South Korea and United Kingdom although there is still evidence of some cultural differences. With regard to end-users’ perspective, the result show that the use of interactive design features of blogs may be influenced by culture but this is only within a certain context. The findings also provide a valuable indication that users interacting within the same blog service can be considered as being shared concerns rather than shared national location, thus create a particular type of community in which bloggers are affected by social influence so they adopt a shared set of value, preferences and style that would indicate almost a common social culture. As a result, the cultural differences derived from their country of origin do not have that much impact.

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