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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.
401

CATSY, computer aided teaching system : system overview, graphics and applications / Computer aided teaching system

Pedraza, Vincent January 1985 (has links)
Computer Aided Teaching System (CATSY) is an interactive graphics system, utilizing current microcomputer technology, along with a graphics tablet and a large screen projection system to enhance lecture presentations. Included in this thesis are descriptions of the supporting graphics software (POLY-ReGIS) and the computer peripherals used in the development of CATSY.The development of interactive graphics is stressed in this thesis. Applications of these graphics to CATSY are presented and an introduction to the data structures used in this system is also given. This thesis is intended to support and complement the masters thesis presented by Mr. John Raab, which deals primarily with the system implementation, data structures and the text editor used in CATSY.
402

TouchStory : interactive software designed to assist children with autism to understand narrative

Davis, M. January 2009 (has links)
The work described in this thesis falls under the umbrella of the Aurora project (Aurora 2000). Aurora is a long-term research project which, through diverse studies, investigates the potential enhancement of the everyday lives of children with autism through the use of robots, and other interactive systems, in playful contexts. Autism is a lifelong pervasive disability which affects social interaction and communication. Importantly for this thesis, children with autism exhibit a deficit in narrative comprehension which adversely impacts their social world. The research agenda addressed by this thesis was to develop an interactive software system which promotes an understanding of narrative structure (and thus the social world) while addressing the needs of individual children. The conceptual approach developed was to break down narrative into proto-narrative components and address these components individually through the introduction of simple game-like tasks, called t-stories, presented in a human-computer interaction context. The overarching hypothesis addressed was that it is possible to help children with autism to improve their narrative skills by addressing proto-narrative components independently. An interactive software system called TouchStory was developed to present t-stories to children with autism. Following knowledge of the characteristics and preferences of this group of learners TouchStory maintained strong analogies with the concrete, physical world. The design approach was to keep things simple, introducing features only if necessary to provide a focussed and enjoyable game. TouchStory uses a touch-sensitive screen as the interaction device as it affords immediate direct manipulation of the t-story components. Socially mediated methods of requirements elicitation and software evaluation (such as focus groups, thinking aloud protocols, or intergenerational design teams) are not appropriate for use with children with autism who are not socially oriented and, in the case of children with ‗lower functioning‘ autism, may have very few words or no productive language. Therefore a new strategy was developed to achieve an inclusive, child-centred design; this was to interleave prototype development with evaluation over several long-term trials. The trials were carried out in the participants‘ own school environments to provide an ecologically valid contextual enquiry. In the first trial 18 participants were each seen individually once. The second and third trials were extended studies of 12 and 20 school visits with 12 and 6 participants respectively; each participant was seen individually on each school visit, provided that the participant was at school on the day of the visit. Evaluation was carried out on the basis of video recordings of the sessions and software logs of the on-screen interactions. Individual learning needs were addressed by adapting the set of t-stories presented to the participant on the basis of success during recent sessions. No ordering of difficulty among the proto-narrative categories could be known a priori for any individual child, and may vary from child to child. Therefore the intention was to gradually, over multiple sessions, increase the proportion of t-stories from proto-narrative categories which the individual participant found challenging, while retaining sufficient scope for the expression of skills already mastered for the session to be enjoyable and rewarding. The adaptation of the software was achieved by introducing a simple adaptive formula, evaluating it over successive long terms trials, and increasing the complexity of the formula only where necessary. Results indicate that individual participants found the interactive presentation of the simple game-like tasks engaging, even after repeated exposures on as many as 20 occasions. The adaptive formula developed in this study did, for engaged participants, focus on the proto-narrative categories which the participant needed to practice but was likely to succeed; that is it did target an effective learning zone. While little evidence was seen of learning with respect to the fully developed narratives encountered in everyday life, results strongly suggest that some participants were actively engaged in self-directed, curiosity-driven activity that functioned as learning in that they were able to transfer knowledge about the appropriateness of particular responses to previously unseen t-stories. This thesis was driven by the needs of children with autism; contributions are made in a number of cognate areas. A conceptual contribution was made by the introduction of the proto-narrative concept which was shown to identify narrative deficits in children with autism and to form a basis for learning. A contribution was made to computational adaptation by the development of a novel adaptive formula which was shown to present a challenging experience while maintaining sufficient predictability and opportunities for the expression of skills already mastered to provide a comfortable experience for children with autism. A contribution was made to software development by showing that children with autism may be included in the design process through iterative development combined with long term trials. A contribution was made to assistive technology by demonstrating that simplicity together with evaluation over long term trials engages children with autism and is a route to inclusion. We cannot expect any magic fixes for children with autism, progress will be made by small steps; this thesis forms a small but significant contribution.
403

Comparative effect of interactive mobiles (clickers) and communicative approach on the learning outcomes of the educationally disadvantaged Nigerian pupils in ESL classrooms

Agbatogun, Alaba Olaoluwakotansibe January 2013 (has links)
Effective teaching that promotes learners’ active engagement and the development of communicative proficiency has been a challenge to teachers of English as a second language (ESL). Previous research on second language (L2) teaching has shown that L2 learners improve better in communicative skills when they are actively engaged, participate in communicative tasks that facilitate interaction and are provided with the opportunity to use the target language in the classroom. This study focuses on improving ESL learners’ learning outcomes in remotely-located primary schools in Nigeria. The study aimed to test whether the introduction of Personal Response System (PRS) and communicative approach can improve pupils’ English-language communicative competences and their attitudes towards English learning. Specifically, this study examined the extent to which significant differences exist in pupils’ communicative competence performance scores and learning gains based on teachers’ use of a communicative approach, PRS and lecture methods in the ESL classroom. Furthermore, the research also attempted to find out whether pupils’ attitudes towards the learning of English would significantly differ based on teaching strategy. Attitudes of pupils and teachers towards the interventions were also investigated. A pre-test and post-test non-randomised control group design was adopted in this study. Some qualitative data were also collected to augment the quantitative main data. Ninety nine pupils from three intact classes in different schools in Ijebu-North local government, Ogun-State, Nigeria were assigned to two experimental groups and one control group. In addition to the traditional use of textbooks, one of the experimental groups was taught using communicative activities, while the second experimental group experienced communicative tasks blended with the use of a personal response system. The control group received the conventional classroom instruction (lecture method), including the use of the English language textbook. In order to provide answers to the research questions and the hypothesis of this study, English Language Listening Tests and English Language Speaking Tests, Pupils’ Attitude to English Language Lesson Questionnaire, Pupils’ Attitude to Clickers’ Questionnaire and Pupils’ Attitude to Communicative Approach Questionnaire were administered at the pre-and post-test stages of the research. These instruments were also complemented with data from classroom observation, video recording of the instructional process, and audio-recorded interviews with the teachers and selected pupils in the experimental groups. The results indicate that the two experimental groups showed greater improvement in communicative competence than did the control group; but the PRS group improved more than the communicative approach group both in listening and speaking skills development. Moreover, pupils’ learning gains were statistically different, with the PRS group having the highest gain scores above the communicative approach group, while the control group did not experience increased learning gains. The results also reveal pupils’ mixed-reactions with respect to their attitudes toward the English language lesson and the interventions. Teachers’ attitudes toward the interventions were in the positive direction.
404

Characterising action potential in virtual game worlds applied with the mind module

Eladhari, Mirjam Palosaari January 2010 (has links)
Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term semiautonomy is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC’s personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC’s current emotional state in terms of ‘mood’. The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships. There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC’s state of mind through these weighted relationships, resulting in values characterising for a PC’s personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can ‘feel’ anger toward another PC. This thesis also describes a guided paper-prototype play-test of the VGW prototype World of Minds, in which the game mechanics build upon the MM’s model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the ‘mental physics’ of the MM may open up new possibilities. The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood PCs are in they can cast different ‘spells’, which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which ‘affective actions’ they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others’ emotions, which - if they are strong - may result in sentiments toward each other. PCs’ personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs’ states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.
405

Interactive 3D Image Analysis for Cranio-Maxillofacial Surgery Planning and Orthopedic Applications

Nysjö, Johan January 2016 (has links)
Modern medical imaging devices are able to generate highly detailed three-dimensional (3D) images of the skeleton. Computerized image processing and analysis methods, combined with real-time volume visualization techniques, can greatly facilitate the interpretation of such images and are increasingly used in surgical planning to aid reconstruction of the skeleton after trauma or disease. Two key challenges are to accurately separate (segment) bone structures or cavities of interest from the rest of the image and to interact with the 3D data in an efficient way. This thesis presents efficient and precise interactive methods for segmenting, visualizing, and analysing 3D computed tomography (CT) images of the skeleton. The methods are validated on real CT datasets and are primarily intended to support planning and evaluation of cranio-maxillofacial (CMF) and orthopedic surgery. Two interactive methods for segmenting the orbit (eye-socket) are introduced. The first method implements a deformable model that is guided and fitted to the orbit via haptic 3D interaction, whereas the second method implements a user-steered volumetric brush that uses distance and gradient information to find exact object boundaries. The thesis also presents a semi-automatic method for measuring 3D angulation changes in wrist fractures. The fractured bone is extracted with interactive mesh segmentation, and the angulation is determined with a technique based on surface registration and RANSAC. Lastly, the thesis presents an interactive and intuitive tool for segmenting individual bones and bone fragments. This type of segmentation is essential for virtual surgery planning, but takes several hours to perform with conventional manual methods. The presented tool combines GPU-accelerated random walks segmentation with direct volume rendering and interactive 3D texture painting to enable quick marking and separation of bone structures. It enables the user to produce an accurate segmentation within a few minutes, thereby removing a major bottleneck in the planning procedure.
406

Using human interactive security protocols to secure payments

Chen, Bangdao January 2012 (has links)
We investigate using Human Interactive Security Protocols (HISPs) to secure payments. We start our research by conducting extensive investigations into the payment industry. After interacting with different payment companies and banks, we present two case studies: online payment and mobile payment. We show how to adapt HISPs for payments by establishing the reverse authentication method. In order to properly and thoroughly evaluate different payment examples, we establish two attack models which cover the most commonly seen attacks against payments. We then present our own payment solutions which aim at solving the most urgent security threats revealed in our case studies. Demonstration implementations are also made to show our advantages. In the end we show how to extend the use of HISPs into other domains.
407

Medborgare i medielandskapet : Vem får komma till tals när en nyhet gestaltas i traditionella medier versus på Flashback Forum?

Nilsson, Moa, Stigsson Stern, Josefin January 2015 (has links)
The 9th March 2014, there is a clash between the Nazis and feminists around Möllevångstorget, Malmö, where four people knife damage so serious that two of them had life-threatening injuries. Many people were there and witnessed the incident but as a citizen, you will be whitened about what happened following the news reports in the media. The press reports plentiful and follow up event but then there are major differences of opinion about what actually happened and about who is actually responsible for the attack arises many questions from the public. Can you trust what is written in the media? Is journalists and their sources credible?Journalists have long been considered the fourth estate whose task is to examine the other two; the government and the parliament. Previous research suggests that the sources and actors who are given space in traditional media in a way, has power over people's interpretation of reality, a reality that the individual before the new media development has not had the same opportunities to discuss and, or question. With the emergence of new media challenged journalists' exclusive right to disseminate information and news about the present. A platform that challenges journalism is Internet-based interactive community Flashback where the audience itself may influence and create media content.When the journalists no longer have the exclusive right to define an event, who has the power over the media landscape? Who should you trust? This has consequences that are worth studying and analyzing. In our study, we approach the explanation by studying the sources which the writers use when reporting about the merits of the case. In Anders Sahlstrands doctoral thesis "Visible" presented in 2000, he notes that elite sources dominate the news media which gives a misleading picture of the society. The purpose of this study is therefore to study the sources are heard when news is portrayed by a journalist in the traditional media versus when the news is portrayed by a citizen journalist on Flashback Forum to see if there is a difference.To obtain the empirical evidence as the basis for our investigation, we conducted a quantitative content analysis. The material that will be used to conduct the quantitative content analysis consists of two parts; traditional media in the form of four daily2newspapers and a medium which falls within the "new media" for user-generated journalism; Flashback Forum.In summary, we can conclude that the answer to our main question is clear. It is predominantly elite sources which may make its voice heard when news is portrayed in traditional media and it's especially non-elite sources that sounds when a news reported on Flashback Forum. The number of elite sources and non-elite sources differ depending on which media platform is studied and also the manner, how they are heared are different depending on the platform.
408

The Effectiveness Of An Online, Interactive, College Course In Energy Balance, Designed From A Framework Of Behavioral Theories

Eisenhardt, Simonne Marie 01 January 2014 (has links)
During late adolescence and the transition to college, students often experience weight increases and significant lifestyle changes including the adoption of unhealthy eating habits and decreased physical activity levels. To address this concern, a science-based, interactive course, designed from a framework of behavioral theories was developed to target improvements in energy balance knowledge and determinants of dietary and physical activity behaviors. The objective of this study was to assess the effectiveness of this course using a comparison group pre-test/post-test design. Thirty-three undergraduate students, ages 18-25, participated in the course, while twenty-six students served as controls. Paired samples t-tests compared pre- to post- responses to knowledge assessments and self-perception surveys. Independent samples t-tests compared mean changes between the intervention and control group. Course evaluations were reviewed to determine to what degree behavioral strategies were perceived to influence student motivation to eat a healthy diet and engage in the recommended amount of physical activity. Significant increases were observed in energy balance knowledge (P < .001) and perceived behavioral control (P = .004) towards eating a healthy diet in the intervention group when compared to the control group. Diet and physical activity recalls and analyses were perceived by students to have the greatest influence on their motivation/ability to engage in the targeted behaviors. We conclude that an online, interactive, science-based energy balance course developed from behavioral theories can be effective at improving energy balance knowledge and dietary perceived behavioral control in a college population.
409

A designer's approach : exploring how autistic adults with additional learning disabilities experience their home environment

Gaudion, Katie January 2015 (has links)
Autistic adults with limited speech and additional learning disabilities are people whose perceptions and interactions with their environment are unique, but whose experiences are under-explored in design research. This PhD by Practice investigates how people with autism experience their home environment through a collaboration with the autism charity Kingwood Trust, which gave the designer extensive access to a community of autistic adults that it supports. The PhD reflects upon a neurotypical designer’s approach to working with autistic adults to investigate their relationship with the environment. It identifies and develops collaborative design tools for autistic adults, their support staff and family members to be involved. The PhD presents three design studies that explore a person’s interaction with three environmental contexts of the home i.e. garden, everyday objects and interiors. A strengths-based rather than a deficit-based approach is adopted which draws upon an autistic person’s sensory preferences, special interests and action capabilities, to unravel what discomfort and delight might mean for an autistic person; this approach is translated into three design solutions to enhance their experience at home. By working beyond the boundaries of a neurotypical culture, the PhD bridges the autistic and neurotypical worlds of experience and draws upon what the mainstream design field can learn from designing with autistic people with additional learning disabilities. It also provides insights into the subjective experiences of people who have very different ways of seeing, doing and being in the environment.
410

Video Game Theatre

Willoughby, A 09 May 2011 (has links)
Video games are becoming the fastest growing and most lucrative form of entertainment across the globe. The goal of this project was to take gaming to the next level; to the theatre. I have devised an original piece of theatre using the CIC’s of video gaming: Creativity, Interaction, and Community and put on a production from members of the VCU community. Aside from the project, I have detailed why video games are growing in popularity at an alarming rate and why they belong in the category of ‘Art.’ With new technology and new stories being told, the gaming industry is now an entertainment force to be counted. The project was exposed to the VCU community involving gamers from many different areas of study through theatre as our medium allowing us to convey our thoughts, emotions, and message to an audience. This experimental project is an exploration into bridging the world of gaming into the laps of an awaiting audience.

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