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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

Interactive Science Notebooks: Exploring the Extent Which Integrating a New Learning Tool Supports Self-Efficacy in Expressing Science Content Knowledge and Interest in Pursuing a STEM Related Career

Krachenfels, Jessica Tanya 03 July 2019 (has links)
Interactive science notebooks, used as a learning tool during science instruction, was found to have a positive influence on student self-efficacy in expressing science content knowledge and interest in pursuing a STEM-related career. This study, involving 25 participants, discusses the integration of interactive notebooks into two elementary school classrooms in a rural Kentucky community over 55 instructional days. Through an explanatory sequential multiple-method research design, a quantitative survey given at two intervals, pre and post study, and qualitative student interviews, data found that 76% of the sample had an increase in their overall attitude toward science and 10 out of 12 STEM careers had an increase in overall interest at the conclusion of the study. The qualitative data, three oral interviews, revealed that 22 participants referenced an increase in science interest, two participants stayed the same, and one participant noted a decrease in interest. Nine participants felt that their interest in pursuing a STEM career remained about the same or had no significant changes since their initial survey and 16 participants referenced an increase in pursuing a STEM career in their final interview. This study aims to engage educators and administration in conversation about an explanatory sequential multiple-methods research design involving a unique population of transient students and the influence of a new learning tool used in the classroom. / Doctor of Philosophy / Interactive science notebooks, used as a learning tool during science instruction, was found to have a positive influence on student self-efficacy in expressing science content knowledge and interest in pursuing a STEM-related career. This study, involving 25 participants, discusses the integration of interactive notebooks into two elementary school classrooms in a rural Kentucky community over 55 instructional days. Seventy six percent of the population had an increase in their overall attitude toward science and ten out of twelve STEM careers had an increase in overall interest at the conclusion of the study. This study aims to engage educators and administration in conversation about an explanatory sequential multiple-method research design involving a unique population of transient students and the influence of a new learning tool used in the classroom.
162

Možnosti využití interaktivní tabule v hudební výchově na 1. stupni ZŠ / Possibilities of the Interactive Whiteboard Use at the Lessons of Music at the First Grade of Elementary Schools

Doležalová, Andrea January 2015 (has links)
v anglickém jazyce: This Diploma thesis aim is to describe the issue of the interactive whiteboard use, as well as its advantages and disadvantages at the lessons of Music. The goal of the Theoretical part is to cover the history of the interactive whiteboard application, the main types of boards, their characteristics, programmes, available learning programmes etc. The Practical part offers several personal examples of the work with the interactive board proven to be successful in my educational music practice. A research of the use of the interactive whiteboard by the primary teachers at a chosen sample of elementary schools will also be included.
163

Exploring technology and design for interactive TV on tvOS : A game show as an example / Utforskande av teknik och design för interaktiv TV på tvOS : Ett frågeprogram som exempel

Westlund, Magnus January 2016 (has links)
This project explores the ability to use “smart” media devices for the TV set as platforms for interactive TV shows. The research approach was research-based design where a prototype was designed, developed, and evaluated with user tests. The project used a Swedish television game show called “På spåret” and an application for tvOS on Apple TV was developed, which allow users to play along with the show. The software implements a model-view-controller architecture and uses the AVFoundation framework for playing video streams together with the UIKit framework to create interactive overlay views. The interactive elements were synchronized with the video by the usage of metadata. The user test results show that the interactive TV show gained in both entertainment and excitement among the users. Further conclusions are that interactive elements can be available both during playing or paused video and the context should decide which mode. A multimodal interface with gestures and sound as feedback seems to be a good option, based on user tests. This project also presents a solution for user input with the remote, using a virtual keyboard together with filter function. The user filtering out the input from a data set to minimize the typing of letters. User tests show that the filter solution seems to be a good option for text input in a specific domain or category of allowed input. However, for free text input, a better method is required. / Detta projekt utforskar möjligheten att använda ”smarta” mediaspelare till TV-apparaten som plattform för interaktiva TV program. Forskningsmetoden var forskningsbaserad design där en prototyp designades och utvecklades som sedan utvärderades med användartest. Projektet använde sig av TV-programmet ”På spåret” som scenario och en applikation, som tillåter användare att spela med i programmet, utvecklades till Apple TV och tvOS. Applikationen implementerade model-view-controller-arkitektur och använde sig av ramverken AVFoundation samt UIKit för att skapa interaktiva överläggsvyer på en video-vy med strömmande video. De interaktiva inslagen synkades med videon med hjälp av metadata. Användartesterna visar på att det interaktiva TV-programmet ökade både i underhållningsvärde och i exaltation hos testpersonerna. Vidare slutsatser är att interaktivitet kan implementeras både under spelande och pausad video, och vilket man väljer är det som passar videoinnehållet bäst. Multimodala interaktioner såsom gester och feedback med ljud rekommenderas baserat på användartesterna. I detta projekt presenteras också en lösning för användarinput med fjärrkontrollen. Med ett virtuellt tangentbord filtrerar användaren ut sin inputdata utifrån en bestämd datamängd, vilket minimerar antalet skrivna bokstäver. Användartester bekräftar att filterlösningen är ett bra alternativ för inmatning i en specifik kategori av tillåten input. För helt fri textinmatning behövs dock bättre metoder.
164

Interactive Data Visualization In Accounting Contexts: Impact On User Attitudes, Information Processing, And Decision Outcomes

Ajayi, Oluwakemi 01 January 2014 (has links)
In 2009, The United States Securities and Exchange Commission (SEC) issued a mandate requiring public companies to provide financial information to the SEC and on their corporate Web sites in an interactive data format using the eXtensible Business Reporting Language (XBRL). This dissertation consists of three separate, but interrelated studies exploring issues related to interactive data visualization in financial reporting contexts. The first study employs theories in information systems (task-technology fit and the technology-performance chain model) and cognitive psychology (cognitive load) to examine the link between characteristics of interactive data visualization and task requirements in a financial analysis context, and the impact of that link on task performance and user attitudes towards interactive data technology use. The second study extends the first by examining the effects of prior interactive data technology use on future choice to use an interactive technology. This study uses the IS continuance model to examine antecedents to continued interactive technology use based on previous assessments of task-technology fit and performance impacts from the first study. The third study employs an elaboration likelihood model (ELM) to understand the interactivity concept and its impact on information processing and belief/attitude formation. This study examines the impact of increasing interactivity on investor perceptions of forecast credibility and on a firm’s attractiveness as a potential investment choice. Overall, these three studies provide insights on factors that impact decision-making in interactive financial reporting contexts, and how characteristics of interactive data visualization impact information processing, user perceptions, and task performance
165

HERMENEUTICS IN SIMULATED ENVIRONMENTS: THE LITERARY QUALITY OF DIGITAL ARTIFACTS

Steven James Koontz (9764045) 16 December 2020 (has links)
The topic of video games is expansive, encompassing numerous domains that have yet to be thoroughly examined within a scholarly context. Modern games, especially those in the adventure and role-playing genres, are oftentimes heavily laden with text, and therefore serve as excellent subjects when formulating hermeneutical models for simulated virtual contexts. Furthermore, many games belong under the umbrella of literary studies due to their reliance upon text to forge interactive, fictional narratives. While this means many games possess qualities that render them germane to academics within the sphere of English studies, they remain neglected outliers due to manifold factors, ranging from outmoded biases against the medium, to a lack of established evaluative methodologies. As a result, the field is largely bereft of consensus strategies for engaging digital works featuring literary exposition and dialogue in the form of on-screen text; however, existing theories, including more abstruse ones relating to ergodic literature, hypertext and cybertext, provide a foundation on which to construct new modalities for assessing texts that exist within virtual environs. Research indicates that audience experiences in text-driven games are markedly different than those offered by analog texts due to their interactivity and non-linearity, thus reinforcing the need for the expansion of existing models. Of additional concern, analyses of modern text-oriented games prefigure some important implications for the areas of pedagogy and textual information conveyance in general. These considerations all coalesce to illustrate the exigency for a new or updated theory for understanding and interpreting text in digital substrates, ultimately allowing for inchoate and emergent art facilitated by technology to be recognized as academically relevant.
166

Exploiting Human Factors and UI Characteristics for Interactive Data Exploration

Khan, Meraj Ahmed January 2019 (has links)
No description available.
167

Telemetry Course

Engel, Jim, Menas, Jim 11 1900 (has links)
International Telemetering Conference Proceedings / October 30-November 02, 1995 / Riviera Hotel, Las Vegas, Nevada / This paper presents a new multimedia CD ROM course on Telemetry that has is just being developed for DoD by the Defense Test and Evaluation Professional Institute (DTEPI). The paper will discuss the Commercial Off the Shelf (COTS) software packages that were used to develop the course. It will discuss the methodology used to develop the course and lessons learned in its development. During the presentation of this paper a computer and VGA projector will be used to show some of the material in the course. This is the second CD ROM course developed by DTEPI, the first one was on Time, Space-Position Information (TSPI). The TSPI course has been completed, passed Beta testing at most of the National Ranges, and has been released. About 800 CD ROM disks have been distributed to the Ranges and other qualified users. The Telemetry course will be similarly completed and distributed. The course is intended to be an introduction to the subject of telemetry for use by engineering professionals just entering the workforce, by professionals cross training into T&E, and by others with a need or desire to understand telemetry. The value of developing an interactive course using audio narration, animations, as well as still pictures and video of actual instrumentation and equipment cannot be overemphasized. This multimedia environment makes the explanation of concepts like an optical encoder easily understandable as the student can "see" a simulation of the encoder in operation. The course is designed to be self paced with students controlling their own progress and choosing the topics they want to cover. The student also has the option to print a hard copy of the page narration or read them on screen. The course facilitates the rapid learning of the jargon of telemetry, all the essential acronyms, the way telemetry systems work, what they look like, and many of the limitations of telemetering systems. The course covers the History of Telemetering, Telemetry Subsystems, Range Applications, Telemetry Schemes, Theory of Operation, Telemetry Processing Systems, Testing Telemetry Systems, and other Miscellaneous Topics. It will afford the student a lot of insight into telemetry without the mathematics and detail required of a telemetry design engineer.
168

Från data till kunskap : En kvalitativ studie om interaktiv visualisering av big data genom dashboards

Agerberg, David, Eriksson, Linus January 2016 (has links)
Rapid growing volumes of data demands new solutions in terms of analysing and visualizing. The growing amount of data contains valuable information which organizations in a more digitized society need to manage. It is a major challenge to visualize data, both in a static and interactive way. Through visualization of big data follows several opportunities containing risk assessment and decision basis. Previous research indicates a lack of standards and guidelines considering the development of interactive dashboards. By studying factors of success from a user-centered perspective we proceeded with a qualitative approach using semi-structured interviews. In addition to this we performed a thorough examination of existing literature in this particular field of research. A total of eight interviews were held, all eight respondents had experience from using or developing dashboards. The results indicates that user experience is an important yet not a sufficiently used principle. They also indicates challenges concerning the management of big data and particularly visualizing it. The results developed into a model which illustrates guidelines and vital components to orchestrate when developing a dashboard. A user-centered approach should pervade the entire developing process. Interactive functionalities are rather a necessity than a recommendation. With interactiveness comes drill-down functionalities which leads to a more intuitively practice. User experience is an essential component of the model, bringing light to individual customisations as well as it makes allowances to a large target group. The last component highlights the importance of early prototyping and an iterative approach to software development. The conclusion of the study is our complete model which brings opportunities to transform big data to great knowledge.
169

Integrating information communication technology in teaching and learning through interactive multimedia books

Chow, Ching-lan., 周靜蘭. January 2003 (has links)
published_or_final_version / Education / Master / Master of Science in Information Technology in Education
170

Human target-directed position control

Mahoney, Richard M. January 1993 (has links)
No description available.

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