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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.
351

How does the MCS Community interpret the Interactive Management Control Systems? : A Systematic Literature Review on the design and use of Interactive Control Systems

Tanda Feza, Yolande January 2016 (has links)
The management control systems (MCS) concept has evolved significantly the past decades with extensive studies that explore not only the concept itself but as well its relation to diverse variables such as performance, innovativeness and organisational learning. Nonetheless, inaccuracy is still present according to some researchers. (Tessier & Otley, 2012; Ferreira & Otley, 2009) By means of a systematic review (Tranfield et al., 2003), an interpretive analysis that embodies academic literatures in the area is presented. As a result, this thesis provides a synthesis delineation of the interactive management control systems’ concept. For the purpose of the study, a systematic selection of published and non-published academic literatures was conducted. (Saunders et al.,2009). Simons (Levers of control. Boston, Mass.: Harvard Business School Press,1995) was used as a starting point in order to generate criteria for the subsequent identification of relevant sources and get a grounding understanding of the topic before taking the challenge in form of a literature review in order to establish a distinction of the concept. This paper differs from prior studies in the field because of its attempt to clarify the concept of interactive control systems in a systematic manner which will allow the reader to have a see-through approach on all the procedures undertaken for the study. 111 articles were retrieved and following screening and abstract analysis 17 studies (including Simons, 1995 and Bisbe et al., 2005) were selected for the discussion of this qualitative literature review. In contrast to the existing literatures in the MCS field, I conceptualise the findings in 2 categories order to distinct the concepts of interactive MCS from interactive use of MCS. The main contribution of the study is the finding that there is a difference between interactive control systems and interactive use of control systems. Interactive MCS as such has a functionalist view and are designed to deliver interactiveness regardless of the context or the actors. And interactive use of control systems concerns the enactment of any control systems in an interactive manner. Therefore, the context (innovative environment) and the actor are taken into account in order for the systems to deliver positive effects. In addition, Evidences show that the interactive MCS as such are progressive instruments and characterised by effective and regular discussion among the users. Which lead to positive effects on strategy, workplace and innovation. Interactive use of MCS on the other hand are desirable in a context of R&D where the actor have required knowledge to facility the enactment. Additionally, MCS field interpret the concept of ICS more as interactive use of MCS than as such as interactive control system. When it comes to the connection to innovation, findings are contradictory as there are both positive and negative effects on business variables such innovation.
352

Interactive television station.

January 1998 (has links)
Lo Chi Ming John. / "Architecture Department, Chinese University of Hong Kong, Master of Architecture Programme 1997-98, design report." / Acknowlegement / Synopsis / Chapter Part One: --- Planning Strategy / Chapter 1. --- Background --- p.1 / Chapter 1.1 --- Project Brief / Chapter 1.2 --- Project Objectives / Chapter 1.3 --- Client / Chapter 1.4 --- Functional Relations / Chapter 1.5 --- Schedule of Accommodation / Chapter 1.6 --- Brief / Chapter 2. --- Site Aspect --- p.10 / Chapter 2.1 --- Site Criteria / Chapter 2.2 --- Site Options / Chapter 2.3 --- Final Decision / Chapter 2.4 --- Site Context / Chapter 2.5 --- Site Analysis / Chapter 2.6 --- Constraints and Opportunities / Chapter Part Two: --- Building Design / Chapter 3. --- Building Design --- p.17 / Chapter 3.1 --- Preliminary Options / Chapter 3.2 --- Schematic Concept / Chapter 3.3 --- Design Development / Chapter 3.4 --- Final Design / Chapter 4. --- Life Safety --- p.23 / Chapter 4.1 --- Means of Escape / Chapter 4.2 --- Fire Fighting / Chapter 5. --- Structure & Construction --- p.24 / Chapter 5.1 --- Options & Solution / Chapter 5.2 --- Construction Sequence / Chapter 6. --- special Study --- p.26 / Chapter 6.1 --- Construction Details / Chapter 6.2 --- Daylighting / Chapter 7. --- Cost --- p.29 / Chapter 7.1 --- Cost Analysis / Chapter 7.2 --- Source of Finance / Appendix / Programming Report
353

Study on market potential of WebTV in China.

January 2001 (has links)
by Wong Kit-Yuk. / Thesis (M.B.A.)--Chinese University of Hong Kong, 2001. / Includes bibliographical references (leaves lxxvi-lxxix). / Questionnaire also in Chinese. / ABSTRACT --- p.II / TABLE OF CONTENTS --- p.IV / LIST OF ILLUSTRATIONS --- p.VII / LIST OF TABLES --- p.VIII / PREFACE --- p.IX / CHAPTER / Chapter I. --- INTRODUCTION --- p.XI / BUSINESS ENVIRONMENT OF WEBTV IN CHINA --- p.XI / PRODUCT DESCRIPTION OF WEBTV --- p.XII / Chapter II. --- METHODOLOGY --- p.XIII / METHODOLOGY FOR THE STUDY --- p.XIII / METHODOLOGY FOR THE SURVEY --- p.XV / FORMULATE PROBLEM --- p.XVI / DETERMINE RESEARCH DESIGN --- p.XVI / DESIGN DATA COLLECTION METHODS AND FORMS --- p.XVII / QUESTIONNAIRE DESIGN --- p.XVII / DESIGN SAMPLE AND COLLECT DATA --- p.XVIII / LIMITATION --- p.XX / Chapter III. --- EXTERNAL ENVIRONMETN --- p.XXI / CURRENT ENVIRONMENT OF TV INDUSTRY --- p.XXI / EXTERNAL ENVIRONMENT FOR INTERNET --- p.XXII / TECHNOLOGICAL ENVIRONEMNT --- p.XIV / CONCLUSION --- p.XV / Chapter IV. --- PRODUCT INFORMATION --- p.XXVIII / WEBTV PRODUCT FEATURES --- p.XXVIII / WEBTV CONSTRAINTS --- p.XXX / DIFFERENCES BETWEEN TV AND COMPUTER AS A MEDIA FOR INTERNET ACCESS --- p.XXXII / CONCLUSION --- p.XXXIII / Chapter V. --- CONSUMER BEHAVIOR --- p.XXXV / CONSUMER BEHAVIOR TOWARDS TV --- p.XXXV / CONSUMER BEHAVIOR TOWARDS INTERNET --- p.XXXVII / CONCLUSION --- p.XXXVIII / Chapter VI. --- COMPANY AND COMPETITIVE ANALYSIS --- p.XXXIX / "MICROSOFT, PHILIPS AND WEVTV NETWORKS, INC. IN THE INTERACTIVE TV INDUSTRY" --- p.XXXIX / "MICROSOFT, PHILIPS AND WEVTV NETWORKS, INC. IN THE CHINA MARKET" --- p.XLI / COMPANY'S STRENGTH --- p.XLII / COMPETITOR ANALYSIS --- p.XLII / AOL --- p.XLII / CARIPAC.COM --- p.XLIII / MYWEB --- p.XLIII / SOFTWARE ENGINEERING CENTRE OF THE CHNESE ACADEMY OF SCIENCE --- p.XIIII / TCL --- p.XILV / CONCLUSION --- p.XLIV / Chapter VII. --- STATISTICAL ANALYSIS --- p.XLVI / FINDINGS --- p.XLVII / FREQUENCY ANALYSIS --- p.XLVII / TV --- p.XLVIII / INTERNET --- p.XLVIII / WEBTV --- p.XLIX / CROSS ANALYSIS --- p.L / CONCLUSION --- p.L / Chapter VIII. --- SWOT ANALYSIS --- p.LII / STRENGTHS --- p.LII / WEAKNESSES --- p.LIV / OPPORTUNITIES --- p.LV / THREATS --- p.LVI / Chapter IX. --- RECOMMENDATION ON MARKETING STRATEGIES --- p.LVII / PRODUCT --- p.LVII / PRICE --- p.LVIII / PROMOTION --- p.LIX / PLACE --- p.LX / Chapter X. --- CONCLUSION --- p.LXI
354

A Multimedia Atlas of Dissection for Comparative Anatomy of the Vertebrates

Curran, Anthony A. 08 1900 (has links)
Traditional methods of teaching the laboratory course for Comparative Anatomy of the Vertebrates could be improved by applying current computer technology to construct an interactive, multimedial atlas of dissection. Five specimens used in comparative anatomy courses at most institutions were chosen as representative members of the Phylum Chordata: amphioxus, lamprey, dogfish shark, mud puppy, and cat. Specimens were dissected according to the modified method of Wischnitzer, 1993, and each stage was photographed with a Kodak DC120 digital zoom camera. These images were processed on a Power Macintosh 7600 computer with Adobe Photoshop v. 5.0. The atlas was constructed from these images using Macromedia Authorware v. 4.0.3. Each image contains a series of interactive objects that display a highlight and descriptive text as the cursor passes over each object.
355

Automated Testing of Interactive Systems

Cartwright, Stephen C. 05 1900 (has links)
Computer systems which interact with human users to collect, update or provide information are growing more complex. Additionally, users are demanding more thorough testing of all computer systems. Because of the complexity and thoroughness required, automation of interactive systems testing is desirable, especially for functional testing. Many currently available testing tools, like program proving, are impractical for testing large systems. The solution presented here is the development of an automated test system which simulates human users. This system incorporates a high-level programming language, ATLIS. ATLIS programs are compiled and interpretively executed. Programs are selected for execution by operator command, and failures are reported to the operator's console. An audit trail of all activity is provided. This solution provides improved efficiency and effectiveness over conventional testing methods.
356

Ultrasound—Re:viewing Bodies

Jeon, Minjee 01 January 2018 (has links)
A medical evaluation of physical impairment imposes the additional burden of “labeling” the patient with the condition. The binary nature of the normal versus abnormal label emphasizes difference and can lead to trauma. Understanding differences, however, can lead to the generation of new forms and thus, more sensitive differentiation and representation. Tension is created by exploring different bodily forms—a dialectic between form and essence. I am designing a space that visualizes and illuminates difference as a source of trauma and amplifying the tension by comparing figures that represent varying degrees of normalcy. This forms a critique of idealized form and creates a context for people unaffected by this type of trauma to reflect on possible realities outside of their assumptions of normality.
357

Re-negotiating social space : Public art installations and interactive experience

Ryan Bengtsson, Linda January 2012 (has links)
Digital media technologies are becoming increasingly and extensively integrated into our way of living. We communicate, inform and entertain ourselves through media technologies in disparate spaces. When digital technology is integrated into our everyday environment, the border between media interfaces and physical environments is blurred. Traditional divisions of spaces dissolve and are rearranged, complicating the linkages between private and public spheres.   The key phenomenon shaping these experiences with digital media technologies is interactivity. Interactivity intersects these spaces allowing users of mediated content to be affected by the actual, and vice versa. This study has emerged through the need for further research focusing on the term interactivity in today’s media practices, contributing with more targeted research and theoretical work concerning the interconnection between space and digital technologies. The study pursues interactivity by taking on a different perspective than earlier research, staging a qualitative study from a grounded theory perspective complemented by phenomenological theory. In this way interactivity is approached from diverse angles, moving away from earlier fixations on technology and placing it within social and spatial contexts.   The study uses three contemporary Scandinavian interactive art installations, ‘Colour by Numbers’, ‘Emotional Cities’ and ‘Climate on the Wall’, to explore how interactivity plays into the relation between humans, technology and social space. The integration of interactive art installations in public space raises issues regarding humans’ sense of space and human relations vis-à-vis interactions with such artworks. The study finds evidence that interactive art installations can shift humans’ perceptions of space, allowing them to have social experiences and feel locally connected or anchored. Humans do not necessarily become placeless due to interactive technology. It may as well enhance space by converging with existing spatial references. The mediated and the actual may re-enforce each other expanding and transcending diverse spaces.
358

Computational techniques for reasoning about and shaping player experiences in interactive narratives

Roberts, David L. 06 April 2010 (has links)
Interactive narratives are marked by two characteristics: 1) a space of player interactions, some subset of which are specified as aesthetic goals for the system; and 2) the affordance for players to express self-agency and have meaningful interactions. As a result, players are (often unknowing) participants in the creation of the experience. They cannot be assumed to be cooperative, nor adversarial. Thus, we must provide paradigms to designers that enable them to work with players to co-create experiences without transferring the system's goals (specified by authors) to players and without systems having a model of players' behaviors. This dissertation formalizes compact representations and efficient algorithms that enable computer systems to represent, reason about, and shape player experiences in interactive narratives. Early work on interactive narratives relied heavily on "script-and-trigger" systems, requiring sizable engineering efforts from designers to provide concrete instructions for when and how systems can modify an environment to provide a narrative experience for players. While there have been advances in techniques for representing and reasoning about narratives at an abstract level that automate the trigger side of script-and-trigger systems, few techniques have reduced the need for scripting system adaptations or reconfigurations---one of the contributions of this dissertation. We first describe a decomposition of the design process for interactive narrative into three technical problems: goal selection, action/plan selection/generation, and action/plan refinement. This decomposition allows techniques to be developed for reasoning about the complete implementation of an interactive narrative. We then describe representational and algorithmic solutions to these problems: a Markov Decision Process-based formalism for goal selection, a schema-based planning architecture using theories of influence from social psychology for action/plan selection/generation, and a natural language-based template system for action/plan refinement. To evaluate these techniques, we conduct simulation experiments and human subjects experiments in an interactive story. Using these techniques realizes the following three goals: 1) efficient algorithmic support for authoring interactive narratives; 2) design a paradigm for AI systems to reason and act to shape player experiences based on author-specified aesthetic goals; and 3) accomplish (1) and (2) with players feeling more engaged and without perceiving a decrease in self-agency.
359

Intergenerational learning in the Museum of Modern Art's interactive lab

Foulds, Beth Ann 03 October 2013 (has links)
This thesis examined an interactive, intergenerational gallery entitled MoMA Art Lab: People, located within the Museum of Modern Art in New York City. It is composed of various stations that visitors can explore, which include activities appropriate for people of all ages. The motivation for this research came after noticing a lack of family programming in art museums that truly engaged both the adults and children in family groups. Often the children would be active but the parents would sit passively nearby. This was not the case in the MoMA lab, where people of varying ages interacted with both the stations and each other as they explored the activities. This study sought to focus on the aspects of the lab that most often led to the engagement of adults who visited the lab as part of an intergenerational group. In order to examine possible reasons why the lab was able to engage adults, I conducted a case study that involved observing nine groups who entered the lab, interviewing seven of them, and also interviewing five educators in the Family Programs department who held significant roles in the development and running of the lab. The findings revealed that the aspects of MoMA Art Lab: People that most engaged adults were stations focused on art-making and were designed in a way conducive to conversation. / text
360

Interactive interface design : Graphic Design Archive phototype 2.0 /

Britt, Cathleen. January 1989 (has links)
Thesis (MFA)--Rochester Institute of Technology, 1989. / Includes bibliographical references.

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