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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.
441

A interoperabilidade nos sistemas de televisão digital interativa. / The interoperability in interactive digital television systems.

Gustavo Moreira Calixto 11 April 2016 (has links)
A televisão nos dias atuais tem sofrido inúmeras inovações tecnológicas nos campos das transmissões multimídia, qualidade audio-visual e diversidade de funcionalidades. Entretanto, esta essencialmente mantêm sua característica de fornecer informações de forma quase que instantânea à população. O ambiente atual da televisão digital é caracterizado pela coexistência de inúmeros dispositivos capazes de oferecerem uma experiência televisa, associando-se computadores pessoais, smartphones, tablets e outros eletrônicos de consumo. Ainda, pode se incluir a este cenário a disponibilidade de inúmeras redes de transporte de dados tais como a radiodifusão, satélite, cabo e redes em banda larga. Este cenário diversificado, em termos de dispositivos e redes, é denominado de cenário de televisão digital híbrida, a qual destaca-se a interação do expectador com os diversos dispositivos. Estes cenários, por sua vez, motivam o desenvolvimento de tecnologias que permitem o aperfeiçoamento da pervasividade e dos meios pelos os quais os aplicativos possam ser suportados em diferentes plataformas. Este trabalho propõe ambientes interoperáveis envolvendo a televisão digital interativa e outros eletrônicos de consumo, aos quais foram realizados estudos e experimentos para se observar diferentes técnicas de sincronização e comunicação entre plataformas de interatividade para a televisão digital híbrida. Os resultados apontam para a possibilidade de cenários interoperáveis envolvendo o uso de marcadores e também recursos de redes e serviços TCP/IP, levando em consideração a eficiência e eficácia nos diferentes métodos. Conclui-se que os resultados odem motivar o desenvolvimento de cenários diferenciados envolvendo a televisão digital interativa e dispositivos de segunda tela, o que incrementa a interatividade e as formas de entretenimento. / The television is nowadays under a wide number of technological innovations in the fields of multimedia broadcasts, audio-visual quality and diversity of features. However, TVs essentially retain their characteristic to provide information almost instantly to the population. The current environment of digital television is characterized by the coexistence of numerous gadgats capable of providing a experience aggregating personal computers, smartphones, tablets and other consumer electronics. Thereafter, you can include this scenario the availability of numerous data transmission such as broadcasting, satellite, cable and broadband networks. This scenario in terms of devices and networks, is called hybrid digital television, which highlights the interaction of the viewer with the various devices. By the way, these scenarios motivate the development of technologies which allow the improvement of the pervasiveness and ways that applications can be supported by different platforms. This work proposes interoperable environments involving interactive digital TV and other consumer electronics, which were carried out studies and experiments to observe different synchronization techniques and communication between interactive platforms for hybrid digital television. The results pointed out to the possibility of interoperable scenarios involving the use of tags and also network resources and services such as TCP/IP, taking into account the efficiency and effectiveness of the different methods. The results could lead the development of different scenarios involving interactive digital TV and second screen devices, which increases the interactivity and forms of entertainment.
442

Educação presencial mediada por tecnologia com interatividade em tempo real. / Presential education mediated by technology with interactive in real-time.

Andreza Bastos Mourão 23 August 2010 (has links)
A Universidade do Estado do Amazonas UEA, no âmbito de seu crescimento cultural, regional e educacional tem realizado um esforço visando expandir para grande parte dos Municípios do Amazonas, o conhecimento, e a busca pela qualificação profissional, através de projetos relacionados ao ensino presencial mediado por TV. A Educação à Distância - EAD hoje já é uma realidade e encontra-se em uso e destaca-se com êxito no Estado do Amazonas, a idéia então é contextualizar o cenário e estudar recursos e/ou ferramentas que possibilitem desenvolver um protótipo que permita visualizar o conhecimento obtido pelo aluno na disciplina ministrada, permitindo uma interatividade em tempo real do professor com os alunos por meio da televisão. A proposta é o desenvolvimento de um modelo educacional interativo utilizando recursos da tecnologia de TV Digital que possibilite aos professores titulares dos cursos do sistema presencial mediado por tecnologia da UEA obter uma realimentação em tempo real do aprendizado dos alunos. / The University of the State of Amazon - UEA, in the extent of its growth cultural, regional and education has been accomplishing an effort seeking to expand for great part of the Municipal districts of Amazon, the knowledge, and the search for the professional qualification, through projects related to the teaching presence courses mediated by TV. The Education the Distance Learning today is already a reality and it is in use and stands out with success in the State of Amazon, the idea then is contextualize the scenery and to study resources and/or tools that make possible to develop a prototype gone back to an interactive application. Creating like this, an infrastructure using education platforms at the distance and adapting the proposed prototype. The proposal is to develop an educacional model learning using interactive technology features digital TV to professors holders of the courses system presence mediated by technology of UEA to obtain a real time feedback of student learning.
443

Digi-mart: an interactive "SUPER"market that enhances the social and technological condition in Ivory Park

Mahon, Tennille 12 October 2011 (has links)
Computer technology has advanced to the point where it has invaded our lives and become embedded in our environment. The problem with this is that not everyone has it, can use it, understands it or finds value in it. This requires an innovative solution that couples technology use in a communal and public space that provides both free access to technology and technology that is meaningful. Interactive architecture suggest new modes of interacting and interfacing between users and their environments offering the potential for richer and more intuitive dialogues between users, each other and our wider environments. Harnessed in a sustainable platform like a supermarket, it can become a manageable grassroots solution that serves the civic, cultural and social needs of a community. If developed in line with the goals of facilitating public information exchange and discourse in the built environment the application of interactive environments to its context seems well suited to contribute towards encouraging active user participation, social interaction and personal empowerment.
444

Experimental Boss Design and Testing

Mistretta, Joseph P 01 May 2015 (has links)
Over the years, gaming has developed rapidly from simple pixel-based experiences to fully blown three-dimensional worlds. As developing technologies improve, so does the complexity and flexibility of what can be created. Encounters, along with all aspects of any gaming experience, have evolved along with the technologies that create them. These intense combat instances, often times referred to as “bosses”, represent a chance for the developer to challenge player skill, cooperation, and coordination. In addition to being major challenges, encounters also allow players to feel a sense of progression as they learn and adapt to mechanics incorporated within an encounter’s design. Eventually these mechanics are mastered, and surmounted to a lasting sense of accomplishment and success. This project details a personal process of encounter design from initial conception to eventual player testing, along with design choices, outside influences, and development methods. These were ultimately utilized in an attempt to create an engaging and successful boss encounter.
445

Máquinas e emoções na arte /

Carvalho, Miguel Alonso Araujo January 2019 (has links)
Orientador: Rosangella Leote / Resumo: O presente trabalho se desenvolve na fronteira entre a produção artística, científica e tecnológica. É uma procura da interface humana de significado no ambiente, que culminou na elaboração da exposição “A Senhora do Balé: Ancestralidade Maquínica”, que é a junção de diferentes abordagens para os objetos tecnocientíficos. Este trabalho perpassa questionamentos sobre o que são as máquinas, que se revelam na exposição de obras/máquinas, repleta de um imaginário místico e de ferramentas que formam colagens antropomórficas, em um ambiente artístico imerso em luzes e sombras. Se tem como base teórica: O panorama das máquinas mecânicas feitas por Abbott Payson Usher e o Conceito de Tecnologia de Álvaro Vieira Pinto. A pesquisa de Paula Sibila sobre o Pós-orgânico; os conceitos de Emoção e Consciência de António Damásio e as experimentações das interfaces de comunicação entre humano e robô, de Zaven Paré. Como base de processos de criação, se examina obras de Jean Tinguely, que surgem como caminhos para a estrutura do trabalho. Pretende-se, ainda, que as obras sejam metáforas que operem entre diversos sentidos do interator, estimulando-os, gerando assim, material para o estudo da Emoção como agente direto da cognição. De forma artística, o trabalho “Máquinas e Emoções na Arte”, busca paradoxos em quantificar o qualitativo e qualificar o quantitativo. / Abstract: The present work is developed on the frontier between artistic, scientific and technological production. It is a search for the human interface of meaning in the environment, which culminated in the elaboration of the exhibition “A Senhora do Balé: Ancestralidade Maquínica” that is the junction of different approaches for the technoscientific objects. This work raises questions about what machines are, which are revealed in the exhibition of works / machines, full of a mystical imaginary and tools that form anthropomorphic collages, in an artistic environment immersed in lights and shadows. Its theoretical basis is: The panorama of mechanical machines made by Abbott Payson Usher and the Technology Concept of Álvaro Vieira Pinto. Paula Sibila's research on the Postorganic; the concepts of Emotion and Consciousness of António Damásio and the experiments of the communication interfaces between human and robot, by Zaven Paré. As a basis of creation processes, Jean Tinguely's works are examined, which appear os paths to the work structure. It is also intended that works are metaphors that operate between different senses of the interactor, stimulating them, thus generating material for the study of Emotion as a direct agent of cognition. In an artistic way, the work "Machines and Emotions in Art", seeks paradoxes in quantifying the qualitative and qualifying the quantitative. / Mestre
446

Design and Implementation of a Model for Authoring and Presenting Interactive Multimedia Documents

Nayyar, Vibha Mukul 16 August 1996 (has links)
Multimedia technology enables direct manipulation of multiple media such as text, image, audio, and video, all integrated into one entity - the multimedia document. Interactive multimedia documents integrate text, images and continuous media such as audio and video, treat them as objects to be presented for a certain duration, and allow users to interact with the presentation. Authoring and presenting interactive multimedia documents imposes new requirements on document representation. We designed the interactive timeline model (ITM) for authoring and presenting interactive multimedia documents. We implemented the model and created a playback tool using the scripting language Tel. ITM uses an enhanced timeline model for representing interactive multimedia scenarios. ITM is a layered model that supports the creation of the logical, temporal, and presentation structures of a multimedia document and emphasizes the separation of content from its structure. The storage layer provides interfaces for creation and storage of media objects like text, images, scripts, choices, and audio. Choice is a media object that allows users to interact with the presentation. A script object causes Tel code to be executed. The composition layer specifies the logical structure and provides interfaces to compose a multimedia document. The presentation layer specifies the temporal and spatial structure of the document and describes the user interface for the playback tool. The run-time layer specifies the interfaces to start and control the flow of the presentation, describes the possible interactions between a user and the presentation at run-time, and specifies the actions to be taken when interaction takes place. ITM allows users to configure the playback tool according to their needs. It provides authors with a mechanism to create new interfaces and register them with the playback tool. To evaluate the design decisions of ITM and verify its usability, we conducted usability tests on the model. We asked a representative sample of end users ( both authors and viewers) to perform realistic tasks using the model. ITM is a powerful model to create and present interactive learning materials and dynamic presentations.
447

CMD+FN

Macaranas, Marc 01 January 2019 (has links)
No description available.
448

Onlone 00:00

Chen, Junyun 01 January 2018 (has links)
Being alone is not the only definition of loneliness. Loneliness can be felt even when surrounded by a lot of people, especially in the virtual online world. Our digital devices play an important role in connecting everyone together without the restriction of time and space. Communication became more and more convenient in this era. Mostly we are digitally connected, but sometimes, we are mentally disconnected. We are online and together in this virtual world, but loneliness is always a never ended situation that we are suffering from. As a visual communicator, My works focus on using performance as an approach to explore the evolving relationship between the online communication and online loneliness. In my thesis research, I want to investigate how does the online world created more loneliness to individuals digitally and physically, and how people release their spiritual desire and overcome loneliness in the online world.
449

Development and user testing of new user interfaces for mathematics and programming tools

Berman, Benjamin Alexander 01 December 2014 (has links)
Interactive theorem provers are software tools that help users create machine-checked proofs. Although difficult to use, they have been playing an important role in the effort to create highly reliable software. I present several novel user interface ideas for interactive theorem provers, generalizable to other mathematics and programming tools. Prototypes tailored to the Coq interactive theorem prover were developed and tested in an experiment with human participants. The results show promising directions for making interactive theorem provers easier to use.
450

Effects of interactive technology, teacher scaffolding and feedback on university students' conceptual development in motion and force concepts

Stecklein, Jason Jeffrey 01 December 2014 (has links)
The utilization of interactive technologies will affect learning in science classrooms of the future. And although these technologies have improved in form and function, their effective employment in university science classrooms has lagged behind the rapid development of new constructivist pedagogies and means of instruction. This dissertation examines the enlistment of instructional technologies, in particular tablet PCs and DyKnow Interactive Software, in a technologically enhanced, university-level, introductory physics course. Results of this qualitative case study of three university students indicate that (1) the use of interactive technology positively affects both student learning within force and motion and self-reported beliefs about physics, (2) ad hoc use of instructional technologies may not sufficient for effective learning in introductory physics, (3) student learners dictate the leveraging of technology in any classroom, and (4) that purposeful teacher structuring of classroom activities with technologies are essential for student construction of knowledge. This includes designing activities to elicit attention and make knowledge visible for low-level content, while augmenting student interactions and modelling procedural steps for higher-level content.

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