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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.
201

Vida na rede : uma análise antropológica da virtualidade

Dornelles, Jonatas January 2008 (has links)
Essa tese de doutorado tem o caráter antropológico e é o resultado de uma investigação sobre a virtualidade gerada pelo ciberespaço, que é materializado na Rede de computadores da Internet e as atuais tecnologias digitais e informáticas. Foram pesquisadas três instâncias empíricas em que a dimensão virtual se consolida como condição de interação social: praticantes de jogos virtuais em ambientes de Lan House; usuários da plataforma virtual do Orkut; e, o espaço virtual 3D disponibilizado pelo software Second Life. O trabalho analítico e comparativo considerou as especificidades de cada situação investigada e as recorrências passíveis de generalização. O objetivo do estudo foi responder às perguntas de como os indivíduos contemporâneos lidam com trânsito regular entre as dimensões do on-line (virtual) e do off-line (real), assim como investigar em que medida suas vidas são afetadas pela alternância constante entre esses modos espacial e temporalmente diferentes de comunicação e de interação social. Seguindo o caráter antropológico do estudo foi possível reconstruir os diversos sentidos dados pelos sujeitos ao que seria uma “vida” virtual conectada à “vida” real, que deve ser considerada a condição contemporânea de existência e de representação da realidade dos segmentos investigados. / This PhD thesis has an anthropological character and it is the result of an investigation on the virtuality generated by the cyberspace that is materialized in the Internet and the current digital technologies and computer sciences. Three empirical instances were researched which the virtual dimension consolidates as condition of social interaction: players of virtual games in Lan House atmosphere; users of the virtual platform of Orkut; and, the virtual 3D space showed by the Second Life software. The analytic and comparative work considered the specific elements of each situation investigated and the possible agreement among them. The objective of the study was to answer to the questions of how contemporary individuals work with the regular traffic among the virtual and real dimensions, and how they lives are affected by the constant alternation between those different forms of time and space communication and social interaction. Following the anthropological character of the study, was possible to reconstruct the several meanings given by the subjects to the "virtual life" connected to the "real life", that should be considered as being the contemporary condition of existence and representation of the reality by the investigated segments.
202

Vida na rede : uma análise antropológica da virtualidade

Dornelles, Jonatas January 2008 (has links)
Essa tese de doutorado tem o caráter antropológico e é o resultado de uma investigação sobre a virtualidade gerada pelo ciberespaço, que é materializado na Rede de computadores da Internet e as atuais tecnologias digitais e informáticas. Foram pesquisadas três instâncias empíricas em que a dimensão virtual se consolida como condição de interação social: praticantes de jogos virtuais em ambientes de Lan House; usuários da plataforma virtual do Orkut; e, o espaço virtual 3D disponibilizado pelo software Second Life. O trabalho analítico e comparativo considerou as especificidades de cada situação investigada e as recorrências passíveis de generalização. O objetivo do estudo foi responder às perguntas de como os indivíduos contemporâneos lidam com trânsito regular entre as dimensões do on-line (virtual) e do off-line (real), assim como investigar em que medida suas vidas são afetadas pela alternância constante entre esses modos espacial e temporalmente diferentes de comunicação e de interação social. Seguindo o caráter antropológico do estudo foi possível reconstruir os diversos sentidos dados pelos sujeitos ao que seria uma “vida” virtual conectada à “vida” real, que deve ser considerada a condição contemporânea de existência e de representação da realidade dos segmentos investigados. / This PhD thesis has an anthropological character and it is the result of an investigation on the virtuality generated by the cyberspace that is materialized in the Internet and the current digital technologies and computer sciences. Three empirical instances were researched which the virtual dimension consolidates as condition of social interaction: players of virtual games in Lan House atmosphere; users of the virtual platform of Orkut; and, the virtual 3D space showed by the Second Life software. The analytic and comparative work considered the specific elements of each situation investigated and the possible agreement among them. The objective of the study was to answer to the questions of how contemporary individuals work with the regular traffic among the virtual and real dimensions, and how they lives are affected by the constant alternation between those different forms of time and space communication and social interaction. Following the anthropological character of the study, was possible to reconstruct the several meanings given by the subjects to the "virtual life" connected to the "real life", that should be considered as being the contemporary condition of existence and representation of the reality by the investigated segments.
203

Análise da rede de atores na trajetória de implantação de lan houses no Brasil e seu possível papel de agente propiciador de inclusão digital

Soares, Carla Danielle Monteiro 27 July 2012 (has links)
Submitted by Carla Soares (carladanielle@hotmail.com) on 2012-08-25T21:58:41Z No. of bitstreams: 1 Dissert_CarlaSoares_Final_2012.pdf: 1649745 bytes, checksum: 1c7c43043cdf46a1df59713a55bcd3be (MD5) / Approved for entry into archive by Janete de Oliveira Feitosa (janete.feitosa@fgv.br) on 2012-08-27T20:18:16Z (GMT) No. of bitstreams: 1 Dissert_CarlaSoares_Final_2012.pdf: 1649745 bytes, checksum: 1c7c43043cdf46a1df59713a55bcd3be (MD5) / Approved for entry into archive by Marcia Bacha (marcia.bacha@fgv.br) on 2012-08-28T14:45:57Z (GMT) No. of bitstreams: 1 Dissert_CarlaSoares_Final_2012.pdf: 1649745 bytes, checksum: 1c7c43043cdf46a1df59713a55bcd3be (MD5) / Made available in DSpace on 2012-08-28T14:46:21Z (GMT). No. of bitstreams: 1 Dissert_CarlaSoares_Final_2012.pdf: 1649745 bytes, checksum: 1c7c43043cdf46a1df59713a55bcd3be (MD5) Previous issue date: 2012-07-27 / A Lan House, surgida no Brasil como um meio de entretenimento para os jovens, se tornou, em um curto espaço de tempo, uma febre nas periferias das grandes cidades brasileiras. Essa disseminação se deu, principalmente, após o programa 'Computador para Todos' lançado pelo Governo Federal a título de política pública de inclusão digital. Assim, as Lan Houses se constituíram em uma oportunidade de acesso ao computador e à Internet para aqueles que não teriam ingresso à rede se não fosse a existência desse tipo de instituição comercial (CDI, 2010), sendo a segunda principal provedora de acesso público às TIC no país (CETIC, 2010). Diante desse cenário, este estudo se propõe a descrever a trajetória na implantação das Lan Houses no Brasil, sob a ótica da Teoria Ator-Rede, identificando os atores relevantes na formação de uma rede sociotécnica, por meio do método de estudo de caso único realizado no bairro Jardim Catarina, em São Gonçalo. O trabalho apresenta, ainda, o modelo heurístico de inclusão digital para avaliar se este tipo de estabelecimento apresenta fatores relevantes para fomentar a inclusão digital. O resultado desta análise revela que as Lan Houses não são um agente de inclusão digital, apesar de sua relevância para as regiões com menores índices de renda e, por conseguinte, restritas ao uso de computadores e Internet, como o bairro Jardim Catarina. / Lan House, which appeared in Brazil as a place of entertainment, became in a short time, an entrepreneurship fever in the outskirts of large cities. The Brazilian Lan House phenomenon is in part a side effect of a federal government programme called 'computers for all', as part of a political public of digital inclusion. Thus, Lan Houses have featured as key locations for access to the worldwide computer for thousands of Brazilians who had no access to the Internet until the Lan Houses came into existence. They represent the second leading provider of public access to ICT in the country (CETIC, 2010). Due to this, the objective of this study is to describe the trajectory of Lan Houses’implementation, by theoretical perspective of Actor-Network Theory, identifying the relevant actors of a sociotechnical network. In order to analyze this, a single case study explanatory methodology was adopted, based on a Lan House at Jardim Catarina, São Gonçalo ( Rio de Janeiro). The research also presents a heuristic model of digital inclusion to understand if this kind of establishment presents some main facets considered key success factors to promote digital inclusion. The result of this analysis points out that the Lan House is not a digital inclusion agent, despite its relevance to the regions with lower rates of income and, therefore, restricted to the use of computers and Internet, as the Jardim Catarina is.
204

Lan house na favela: cultura e práticas sociais em Acari e no Santa Marta

Passos, Pâmella Santos dos January 2013 (has links)
Submitted by Maria Dulce (mdulce@ndc.uff.br) on 2014-01-30T17:46:13Z No. of bitstreams: 1 Passos, Pamella-Tese-2013.pdf: 3216374 bytes, checksum: 476a2aa1e9ebc02e7b439404d314731a (MD5) / Made available in DSpace on 2014-01-30T17:46:13Z (GMT). No. of bitstreams: 1 Passos, Pamella-Tese-2013.pdf: 3216374 bytes, checksum: 476a2aa1e9ebc02e7b439404d314731a (MD5) Previous issue date: 2013 / Tendo sido apontada como responsável por 49% dos acessos à internet no país, em 2007, as lan houses assumiram importante papel no debate sobre inclusão digital no Brasil. Equipadas com computadores conectados à internet e cobrando por suas horas de uso, esses estabelecimentos espalharam-se rapidamente, sobretudo, nos espaços populares. Partindo do acompanhamento de duas lan houses situadas em favelas cariocas: Acari e Santa Marta, analisamos seus impactos sociais nos territórios em que estão inseridas. Elegendo três pontos analisadores: o Estado, os donos de lan house e seus frequentadores, refletimos acerca dos usos e mediações que observamos em nosso trabalho de campo. Nesse contexto, escolhemos a lan house como dispositivo para reflexão das Políticas Públicas no campo da segurança e da educação. Compartilhando dos referenciais da pesquisa-intervenção, recorremos à realização de oficinas que serviram como grupos focais, entrevistas semiestruturadas e observação participante. Com isso, buscamos tecer encontros entre uma pesquisa etnográfica e as concepções da cartografia na produção de uma análise histórica do tempo presente. Priorizando a dimensão qualitativa, o trabalho orienta-se pela valorização da experiência e do cotidiano, para compreender a cultura popular a partir de suas significações no seio dos embates da indústria cultural. / Having been singled out as responsible for 49% of the internet access in the country in 2007, lan houses have taken on an important role in the debate about digital inclusion in Brazil. Equipped with computers connected to the internet and charging for their hours of use, these establishments have spread rapidly, especially in popular spaces. Based on the monitoring of two lan houses located in favelas in Rio: Acari and Santa Marta, we analyzed their social impacts in the territoriesin which they operate. Three analyzing points were chosen: The State, the owners of lan houses and its regulars, we reflected about the uses and mediations which we had observed in our field work. In this context, we elected the lan house as a device for reflection of public policies in the field of security and education. Sharing of research-intervention reference, we used workshops which served as focus groups, semi-structured interviews and participants observation. This way, we tried to make meetings between an ethnographic research and concepts of cartography in the production of a historical analysis of the present time. Prioritizing the qualitative dimension, the work is guided by the appreciation of everyday experience to understand popular culture from their meanings within the cultural industry ties.
205

Improving user comprehension and entertainment in wireless streaming media : introducing cognitive quality of service

Wikstrand, Greger January 2003 (has links)
In future mobile networks service quality might be poor. A new measure is needed to be able to assess services in terms of their effectiveness and usefulness despite their lacking visual appeal. Cognitive Quality of Service is a way to measure the effectiveness in use of a networked service. This thesis introduces Cognitive Quality of Service and puts it in relation to other ways to measure quality in streaming media. Through four studies the concept is used to improve multicast performance in a WLAN, to assess the effectiveness of simple animations compared to video, to build an application that fuses video and animations and to assess the differences between various levels of streaming video quality. Guidelines on how to measure Cognitive Quality of Service are introduced based on a review of available literature and later analyzed in light of the studies presented in the thesis. It turns out that the guidelines are sound and should be used as a basis for assessing Cognitive Quality of Service. Finally, the usefullness of Cognitive Quality of Service is analyzed. It turns out that it is especially useful when comparing different media, e.g. animations and video. In the video only case even bit-rate might be a useful predictor of subjective quality. / I framtiden kommer användare att titta på videosekvenser i trådlösa apparater, exempelvis mobiltelefoner. På grund av tekniska faktorer som störningar och på grund av kostnaden för det kommer den kvalitet som de erhåller inte att vara jämförbar med till exempel den kvalitet som kan erhållas när man tittar på tv. Trots det kan man anta att sådan video kan vara intressant och upplysande. I avhandlingen introduceras och används begreppet Cognitive Quality of Service (CQoS) - kognitiv servicekvalitet. Begreppet definieras av att den överföring som ger den bästa förståelsen och känslomässiga reaktionen också har bäst CQoS. För att mäta CQoS bör man följa vissa riktlinjer, särskilt som det är svårt att mäta förståelse i samband med att man tittar på video. Författaren har tillsammans med medarbetare tittat på hur man kan förbättra förhållandena för själva radioöverföringen (studie I). Genom en algoritm som ger multicast-paket bättre skydd mot kollisioner visas att man kan erhålla förbättrad överföringskapacitet för strömmande video i ett trådlöst nätverk. Animeringar är ett alternativ till video som kräver låg bandbredd. I ett experiment har man undersökt hur väl animeringar står sig mot video av olika kvalitet när det gäller att upplysa användaren och ge en bra upplevelse (studie II). Det visade sig att animeringar var bättre för förståelsen medan video gav en bättre känslomässig upplevelse. Vanare åskådare föredrog videon medan ovanare åskådare föredrog animeringarna. Frågan som ställdes var då hur man kunde kombinera respektive mediums fördelar för att få en så bra blandning som möjligt. Å ena sidan var animeringarna billiga och lätta att förstå medan videon var dyrare och mer intressant. Ett prototypgränssnitt skapades. Där kunde användaren själv välja vilken mix mellan de två alternativen som skulle visas (studie III). Det visade sig att försökspanelen föredrog video och dessutom ville ha mer information om spelare och match. Trots animationernas förträfflighet kan man anta att det ändå är video som kommer att dominera i framtiden. En sista studie genomfördes för att se om man kunde finna liknande resultat vid olika kvalitetsgrader i video som man tidigare hade funnit mellan video och animeringar (studie IV). Det visade sig att så länge man höll sig till ett format var sambanden enklare. Mer var helt enkelt bättre upp till en viss gräns där det inte tillförde mer att öka överföringsresurserna för videon. Sammanfattningsvis visar studierna att CQoS kan ge värdefull designkunskap. I synnerhet när man jämför olika presentationsformer som i det här fallet animeringar och video. Nästa steg blir att gå vidare med att applicera CQoS i tvåvägskommunikation, särskilt i Conversational Multimedia (CMM)– ungefär bildtelefoni – där det är särskilt goda möjligheter att sammanställa en för omständigheterna anpassad mediamix.
206

Projektová dokumentace při návrhu datových sítí / Project documentation for the design of data networks

Gajdošík, Ivo January 2011 (has links)
This Master’s thesis deals with project of blueprints for installation of data cabling in specific building following regulations. Theoretical part describes basic overview of used regulations and principles of data networks with focus on Ethernet and Wi-Fi standards. Separated chapters cover passive layer of data networks and computer-aided-design. Practical part contains implementational and architectural drawing of data network project in multipurpose building. According to these plans the project could be realized.
207

Inkubátor s regulací teploty a vlhkosti / Incubator with adjustable temperature and humidity

Hikaník, Matúš January 2011 (has links)
This project deals with comparing types and properties of commercial produced incubators for exotic birds. It searches the best solution from these area. In this project are compars individual components and their choice for realization in this project. Then in this project is solution of regulation temperature and humidity in engineered mechanism and discovered parameters of specifically space. Then is developed solution of thermostat and hydrosatat for this prototype. Temperature is changed by Peltier module, who is involved in correct system. Humidity is regulated by resistor humidifier. Complex system is managed by microcontroler. System communicates with PC via USB interface and Ethernet. Solution of this project is maked functional prototyp.
208

Webové rozhraní pro on-line správu laboratorních úloh / Web interface for on-line administration of laboratory tasks

Belko, Jakub January 2011 (has links)
The present work describes the current trends and e-learning methods using the Internet in the educational process on Czech and foreign universities. The main objective is to create a web interface for on-line administrations of laboratory tasks named "Laboratorě UETE". Practical work is focused on programming web applications and modules for management of instrumentation for laboratory protocols administration including implementation of the IP video cameras outputs and sensor atmospheric conditions. An integral part of this work is to create a module for simulation of physical quantities using commercially available software components based on client – server system.
209

Návrh roštu výtahového stroje a vodítek / Design Grid of Lift Machine and Slide-way

Viktora, Luboš January 2012 (has links)
This thesis deals with the control of grid of lift machine and rigid hanging of ropes for elevator with a capacity of 675 kg. The main focus is strength analysis using finite element method. Furthermore, a calculation was performed also for anchoring of slide-ways and strength check was done according to standard ČSN EN 81-1. The thesis contains also the assembly drawing of grid of lift machine and it was executed in cooperation with LIFTMONT CZ s.r.o.
210

Systém pro získávání provozních údajů o počítačové síti / System for Management Data Acquisition at Campus Network

Kukla, Miloš January 2010 (has links)
This work deals with data capturing from the active network elements and storing and displaying the captured data. It describes the SNMP, analyzes and compares available tools for monitoring computer networks. It describes the design of own system for monitoring computer networks and deployment in computer network in the BUT campus.

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