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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.
11

O uso de tecnologias da inteligência para a gestão da demanda de produtos no ciberespaço: estudo de caso "Captare"

Figueiredo, Karen Patrícia Reis 28 May 2009 (has links)
Made available in DSpace on 2016-04-29T14:23:49Z (GMT). No. of bitstreams: 1 Karen Patricia Reis Figueiredo.pdf: 8523616 bytes, checksum: b668b1fe109e2317bf83ec97fcc86387 (MD5) Previous issue date: 2009-05-28 / The thesis entitled "The Use of Technologies of Intelligence on Demand Management of Cyberspace Products: Case Study 'Captare'", of the Master in Technologies of Intelligence and Digital Design - TIDD, focuses on how the industrial segments can come to know and understand, in a more effective way, the behavior of demand in retail. It was analyzed how intelligence softwares with a cognitive basis can collect, process, classify and interpret data generated from business to business transactions B2B. As a main informational means to be examined, within the case methodological line, it proposes the Captare Software used by industrial segments through an eMarketplace (Genexis.com). Captare is a information product (e-Business solution) supported by technology of algorithm intelligence in cyberspace with cognitive representation pattern. Its conception is based on the hybrid convergence of the multidisciplinarity of statistics, data mining, marketing, trade marketing, technology of information and hypermap, promoting interactive communication strategies of the triad "man", "interface" and "computer", turning it into a set to make the objectives happen, such as action, reaction, service or information / A dissertação intitulada O uso de tecnologias da inteligência para a gestão da demanda de produtos no ciberespaço: estudo de caso Captare do Mestrado em Tecnologias da Inteligência e Design Digital (TIDD) tem como tema central a investigação de como os segmentos industriais podem vir a conhecer e compreender de forma mais eficaz o comportamento da demanda no varejo. Tal processo será levado pela análise de como os softwares de inteligência com base cognitiva coletam, processam, classificam e interpretam os dados gerados a partir de transações business-to-business (B2B). O estudo propõe, como veículo informacional principal a ser investigado, dentro da linha metodológica do case, o software Captare, utilizado pelos segmentos industriais por meio de um eMarketplace (portal de negócios Genexis.com). O Captare constitui-se em um produto de informação (solução de eBusiness) suportado por tecnologia de inteligência algorítma em um ciberespaço, cuja essência centra-se em modelos de representações cognitivas. Sua concepção parte da convergência híbrida da multidisciplinaridade da estatística, datamining, marketing, trademarketing, tecnologia da informação e do hipermapa, possibilitando estratégias de comunicação interativa entre a tríade homem", "interface" e "computador" , formando um conjunto para fazer acontecer o fenômeno da comunicação a fim de alcançar objetivos, sejam esses uma ação, reação, serviço ou informação
12

Espaços Cíbridos: mobilidade e locatividade na arte e na arquitetura pós-virtuais / Hybrid Spaces: mobility and localization in post-virtual art and architecture

Santos, Luciana de Paula 24 May 2016 (has links)
Esta pesquisa disserta sobre o processo de convergência entre o espaço urbano e as mídias locativas, que forma um terceiro espaço: o espaço cíbrido. O termo cíbrido foi criado pelo arquiteto Peter Anders, para designar um meio híbrido onde se desenvolvem as práticas sociais relacionadas à cibercultura. Com a difusão da Internet 1.0 na década de 90, que ocorre a partir da venda massiva de computadores pessoais, as mais variadas vertentes do conhecimento se debruçaram sobre as implicações do surgimento de um novo lugar: o espaço virtual. Porém é especialmente entre os \'artistas digitais\' da Net.art e arquitetos que se investigou as formas de perceber, produzir e criar esteticamente este novo lugar. Uma década mais tarde, o meio virtual sofreu uma nova guinada: a difusão dos dispositivos portáteis de telecomunicação: os smartphones, acoplados com dispositivos de rastreamento, demarcação e mapeamento espacial. As práticas resultantes destas novas mídias: as mídias locativas, associam camadas informacionais aos objetos, às pessoas e aos agenciamentos em rede e localizam esta rede espacialmente. Para investigar o processo de hibridização entre a esfera informacional e o espaço, traçou-se um mapeamento de obras de arte e arquitetura que tratam especificamente deste tema. A seleção desses dois campos de conhecimento para a análise, se justifica por serem áreas correlatas que vêm promovendo mudanças paradigmáticas neste campo e trazendo contribuições essenciais para a compreensão das práticas sociais que envolvem os espaços cíbridos. Cada projeto selecionado oferece em sua especificidade, o suporte teórico, descritivo, sobre as atuais formas de convergência telemática no espaço e tensionam questões específicas desse processo de hibridização, contribuindo para o avanço do conhecimento acerca do processo de produção, apropriação e compartilhamento destas tecnologias com o espaço urbano. / This research talks about the issue and process of convergence between urban space and locative media, which form a third space: the Cybrid space. The Cybrid is a term coined by the architect Peter Anders, to designate a hybrid environment where to develop social practices related to cyberculture. With the spread of Internet 1.0 in the 90\'s, which takes place from the massive sales of personal computers, the aspects of knowledge have addressed the implications of the emergence of a new place: the virtual space. But it is especially among \'digital artists\' of Net.art and architects who investigated the ways of perceiving, producing and aesthetically create this new place. A decade later, the virtual environment has suffered a new twist: the distribution of portable telecommunication devices: smartphones, coupled with tracking devices, demarcation and spatial mapping. The resulting practices of these new media: locative media, associated informational layers to objects, people and assemblages networking and spatially locate this network. To investigate the process of hybridization between the informational sphere and space, drew up a mapping of art and architecture works that specifically address this issue. The selection of these two fields of knowledge for the analysis is justified because they are related areas that are promoting paradigmatic changes in this field and bringing essential contributions to the understanding of social practices involving cybrids spaces. Each project offers, the theoretical, descriptive support, on current forms of telematics convergence in space and tense specific issues that the hybridization process, contributing to the advancement of knowledge about the production process, ownership and sharing of these technologies urban space.
13

Airport territory as interface : mobile work and travel in hybrid space

Codourey, Monika Ewa January 2015 (has links)
Global mobility, wireless technology and networked society are transforming the airport territory. These changes (hard factors) have been analysed in airport planning and transportation studies (Koll-Schretzenmayr 2003; Banister 2003; Schaafsma 2003; Knippenberger &Wall 2010; Salewski & Michaelli 2011; Convenz & Thierstein ed. 2014 et al) and architecture and design (Edwards 1998; Blow 2005; Cuadra 2002; Uffelen 2012; Gensler 2013 et al). But design strategies focusing on the passenger experience (soft factors) have not yet been thoroughly assimilated by architecture and design. On the theoretical level this dissertation spans the analysis of current methodologies in social studies (e.g. Castells 1996; Gottdiener 2000; Cresswell 2006; Urry, 2007; Elliott & Urry 2010; Adey 2010 et al) and their relation to architectural and urban studies concepts for the airport. The latter includes the “Airport as City” (Güller & Güller 2000), “Aviopolis – A Book about Airports” (Fuller & Harley 2005) and “Aerotropolis” (Kassarda 2010). This dissertation also explores IT and aviation industry interests at the interface between technology and air travellers. In this light aviation industry research and solutions (Amadeus 2011, SITA 2013) are important to consider, as well the philosophy behind who travels and for what purpose (Sloterdijk 1998; Koolhaas 1998; Gottdiener 2000; Urry 2007; Birtchnell & Caletrio 2014 et al). Here, the author’s previous field research at Frankfurt International Airport is relevant. We live more mobile lifestyles, we work in hybrid spaces (Suoza 2006; Duffy 2010 et al), and we consequently need to share information and collaborate differently. Using constant travellers as a case study, the impact of physical and informational mobility on perceptions of and behavioural patterns in the airport can lead to a deeper understanding of mobile work and the air travel experience. New design strategies can be developed from research about constant travellers, and the results may improve their work and air travel experience. The author’s combination of design approaches from architecture and social science (sociology and psychology) methodologies can better address the real needs of constant travellers in hybrid workspaces. It is hoped that this dissertation will inspire airport architects and designers, interaction designers and the aviation industry to pay more attention to users’ needs in their design processes.
14

Transitions-felt : William James, locative narrative and the multi-stable field of expanded narrative

Whittaker, Emma Louise January 2017 (has links)
This thesis is about expanded narrative, a new field of experimental narrative practices that are not represented by single subjects or by categories such as ‘interactive’. It is defined by works that present a challenge to the form, fiction or nonfiction, in terms of the content, structure, style of writing or audience engagement. Extending the cognitive term ‘perceptual multistability’, that refers to switching between interpretations experienced when we look at an ambiguous figures, such as, the Necker cube, this thesis develops the position that expanded narrative practices and specifically locative narrative, a genera of expanded narrative, hold the potential to prompt the experiential effects of multi-stability. The metaphor of multi-stability introduced here stands in for three aspects of experience: language, perception and belief. While ambiguity and misperceptions have been recognised in the literature of experiential narrative practices, further exposition is required. The thesis asks what are the conditions in which the qualities of the metaphor of multi-stability may be prompted and what framework usefully articulates the parameters of experience? Drawing upon the writings of the philosopher William James, subsequent pragmatists, cognitive neuroscience and narratology, it explores how a radical empiricist perspective can form the basis of a non-foundational experiential framework that questions the status of knowledge and the problems of translation between experience and narrative interpretation. It suggests that the subjective classification of imagined and perceptual objects can be affected by the relations between the narrative form, the environment and the participant’s beliefs. The major contributions of the thesis are (1) the development of the Jamesian experiential framework that sets up cross-disciplinary parameters for the thematics of experience to engage with the ontological and epistemological challenges of evaluating and designing for multistability presents; (2) a relational approach to interpretation and coding participants’ feedback of locative narratives; (3) that is employed in the development of a collection of speculative strategies for evoking the effect of the metaphor of multi-stability, based on the development of four published locative narrative apps and ten prototypes. While highly contingent, participant introspective accounts of experience are central here to the methodology, the process of serial hypothesis forming and the iterative development of prototypes and locative narrative case studies. This research does not attempt to draw causal connections from science to that of narrative experience or vice versa. The thesis first considers the field of expanded narrative and the semantic and pragmatic framings of the term narrative and narratological framings of language as multi-stable. It goes on to examine the antecedent and coexistent practices of locative narrative. The epistemological implications for misperception, the function of representation and intentionality in perception are examined in relation to the environmentally situated perceptual, interpretative, aesthetic and emotional dimensions of experience. This research contributes to research in narrative and creative practices. It extends the form of locative narrative with the concept of multi-stability that has a wider application with the field of expanded narrative, creative practice and narratology.
15

Espaços Cíbridos: mobilidade e locatividade na arte e na arquitetura pós-virtuais / Hybrid Spaces: mobility and localization in post-virtual art and architecture

Luciana de Paula Santos 24 May 2016 (has links)
Esta pesquisa disserta sobre o processo de convergência entre o espaço urbano e as mídias locativas, que forma um terceiro espaço: o espaço cíbrido. O termo cíbrido foi criado pelo arquiteto Peter Anders, para designar um meio híbrido onde se desenvolvem as práticas sociais relacionadas à cibercultura. Com a difusão da Internet 1.0 na década de 90, que ocorre a partir da venda massiva de computadores pessoais, as mais variadas vertentes do conhecimento se debruçaram sobre as implicações do surgimento de um novo lugar: o espaço virtual. Porém é especialmente entre os \'artistas digitais\' da Net.art e arquitetos que se investigou as formas de perceber, produzir e criar esteticamente este novo lugar. Uma década mais tarde, o meio virtual sofreu uma nova guinada: a difusão dos dispositivos portáteis de telecomunicação: os smartphones, acoplados com dispositivos de rastreamento, demarcação e mapeamento espacial. As práticas resultantes destas novas mídias: as mídias locativas, associam camadas informacionais aos objetos, às pessoas e aos agenciamentos em rede e localizam esta rede espacialmente. Para investigar o processo de hibridização entre a esfera informacional e o espaço, traçou-se um mapeamento de obras de arte e arquitetura que tratam especificamente deste tema. A seleção desses dois campos de conhecimento para a análise, se justifica por serem áreas correlatas que vêm promovendo mudanças paradigmáticas neste campo e trazendo contribuições essenciais para a compreensão das práticas sociais que envolvem os espaços cíbridos. Cada projeto selecionado oferece em sua especificidade, o suporte teórico, descritivo, sobre as atuais formas de convergência telemática no espaço e tensionam questões específicas desse processo de hibridização, contribuindo para o avanço do conhecimento acerca do processo de produção, apropriação e compartilhamento destas tecnologias com o espaço urbano. / This research talks about the issue and process of convergence between urban space and locative media, which form a third space: the Cybrid space. The Cybrid is a term coined by the architect Peter Anders, to designate a hybrid environment where to develop social practices related to cyberculture. With the spread of Internet 1.0 in the 90\'s, which takes place from the massive sales of personal computers, the aspects of knowledge have addressed the implications of the emergence of a new place: the virtual space. But it is especially among \'digital artists\' of Net.art and architects who investigated the ways of perceiving, producing and aesthetically create this new place. A decade later, the virtual environment has suffered a new twist: the distribution of portable telecommunication devices: smartphones, coupled with tracking devices, demarcation and spatial mapping. The resulting practices of these new media: locative media, associated informational layers to objects, people and assemblages networking and spatially locate this network. To investigate the process of hybridization between the informational sphere and space, drew up a mapping of art and architecture works that specifically address this issue. The selection of these two fields of knowledge for the analysis is justified because they are related areas that are promoting paradigmatic changes in this field and bringing essential contributions to the understanding of social practices involving cybrids spaces. Each project offers, the theoretical, descriptive support, on current forms of telematics convergence in space and tense specific issues that the hybridization process, contributing to the advancement of knowledge about the production process, ownership and sharing of these technologies urban space.
16

Best way to go? Intriguing citizens to investigate what is behind smart city technologies

Tachtler, Franziska Maria January 2016 (has links)
The topic of smart cities is growing in importance. However, a field study in the city of Malmö, Sweden shows that there is a discrepancy between the ongoing activities of urban planners and companies using analytical and digital tools to interpret humans’ behavior and preferences on the one hand, and the visibility of these developments in public spaces on the other. Citizens are affected by the invisible data and software not only when they use an application, but also when their living space is transformed. By Research through Design, this thesis examines ways of triggering discussion about smart city issues, which are hidden in software and code. In this thesis, a specific solution is developed: a public, tangible, and interactive visualization in the form of an interactive signpost. The final, partly functioning prototype is mountable in public places and points in the direction of the most beautiful walking path. The design refers to a smart city application that analyzes geo-tagged locative media and thereby predicts the beauty and security of a place.The aim is to trigger discussion about the contradictory issue of software interpreting the beauty of a place. Through its tangible, non-digital, and temporary character, the interactive representation encourages passers-by to interact with the prototype.

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