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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.
1

Maintaining Curiosity in the Midst of Ruins: The cultivation of entanglements within Earth's ecological community

DOHERTY, WILLIAM January 2019 (has links)
This thesis explores the dimensions of an emerging design space in the Anthropocene through a design process that embraces Probology as a method to integrate interdisciplinary research in exploring and implementing solutions to the dissociation of urbanites from Earth’s ecological community.
2

Can games save fashion?

Barbosa, Ana Cecilia January 2017 (has links)
Driven by an envisioned potential of merging theories and practices of play with studies of fashion sustainability, this research went through a play-centric design process to explore the question of How can play and games help reduce fashion waste? Seven design experiments investigated different game impact goals that could have a positive effect on the pursuit of fashion sustainability. The main research findings show that games can create a safe space for players to challenge their own conceptions of fashion. The results also show that games have great potential to assign meaning to garments through shared memories, secrets, stories and meaningful words. Furthermore, the study shows that modular clothes designed as games have the potential to playfully engage their wearers for long, sparking social interaction and inspiring new playful ways to engage with fashion. Additionally, beyond the design process results and actionable insights, this research considers the exposure of its framing to be a crucial contribution. Fashion sustainability is, therefore, a pressuring topic that needs people to be engaged in what they do and know best, in order for transformation to happen. Can games save fashion? The answer is probably no, but this research has proven that play and games offer a fruitful path to start trying.
3

Inclusive online social play through non-verbal communication

Velasquez Araque, Daniel January 2020 (has links)
This research focuses on the connection between voice-based interactions and harassment in online games, from the point of interaction design. It points out severe faults in privacy afforded by voice-based communication and explores beyond this medium to design a communication system that relies only on non-verbal communication (NVC). Such system was co-created with the players supporting the idea that inclusion starts even in the early design stages. Through the playtesting of the NVC system the research shows the many ways in which the type of communication impacts the game and how players experience cooperation, cohabitation, and inclusion in online games. However, to achieve this, this research had to create a framework and mapping methods that focus on the players and their communicative intention. Hence, the “levels of multiplayer communication” is proposed as a tool to analyze and a method to design for communication in games, and it stands as a knowledge contribution along with the information acquired through its use.
4

OPINIÃO DE CRIANÇAS SOBRE O LAR DE LONGA PERMANÊNCIA PARA IDOSOS: MUDANÇAS POR CONTATO LÚDICO

Ultramari, Samantha Ribeiro 21 March 2007 (has links)
Made available in DSpace on 2016-08-03T16:34:39Z (GMT). No. of bitstreams: 1 SAMANTHA RIBEIRO ULTRAMARI1.pdf: 1584078 bytes, checksum: 011cbc9e75c666c83cef25c8d4ba5163 (MD5) Previous issue date: 2007-03-21 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / This research verifies through drawing the children’s opinion on the Long Stay Home for the Elderly, before and after ludic contact with the resident elderly. So as to better characterize the elderly population, a neuropsychological profile is outlined. This work was developed with 21 resident elderly and 61 children aged between 7 and 12, from public Primary and Secondary schools. It begins with verification trough drawing of the children’s opinion on Home for the Elderly. Then a ludic intervention with the participation of children and the elderly takes place: there are 10 encounters with symbolic games and rule games. Afterwards, the children’s opinion is re-evaluated and a neuropsychological evaluation of the elderly is done, making use of the Mini Mental State Exam, of the Scale of Geriatric Depression, of the Short-Form Health Survey (SF-36) and of the Katz Rate. In order to verify the children’s opinion expressed through drawing, the open title “Home for the Elderly is…” is suggested to be completed. The drawings are analysed based on the projective, based on the projective House-Tree-Person (HTP) test. The results show that from one application of the test to the other there was a change in the opinion of 67% of the children, manifested a more positive opinion, perceiving the elderly as more interactive and the Home for Elderly as more humanised, as expressed in more colourful drawings of houses with doors and windows, people smiling and moving, and affectionate messages. The negative aspects found consist of an increased number of bars and people drawn faceless, which way 0,19, on a scale of 0 to 1, on which the maximum positive value is 1. On the neuropsychological evaluation of the elderly, during MMSE, 50% have showed cognitive preservation. The other instruments indicate that most of the subjects present no depressive symptoms, emit positive opinions on their on health, take part of ludic activities and are dependant. This study, however, points out that the particularities of the researched institution, together with the realization of ludic activities, may have favoured the changes on children’s opinions after their contact with the home for the elderly. The study indicates the need of new research on the interaction of children and elderly people resident at nursing homes / Esta pesquisa verifica a opinião da criança por meio do desenho sobre o Lar de Longa Permanência para Idosos, antes e depois de contato lúdico com idosos institucionalizados. Para melhor caracterizar a população idosa, traça seu perfil neuropsicológico. Desenvolve-se junto a 21 idosos institucionalizados e 61 crianças com idades entre 7 e 12 anos, do Ensino Fundamental público. Inicia-se por verificar a opinião destas crianças sobre Asilo, por meio de desenho. Em seguida, realiza intervenção lúdica com crianças e idosos, de 10 encontros com brincadeiras simbólicas e jogos de regras. A seguir, reavalia a opinião das crianças e faz avaliação neuropsicológica dos idosos, por meio de Mini-Exame do Estado Mental, da Escala de Depressão Geriátrica, do Short-Form Health Survey (SF-36) e do Índice de Katz. Para verificar a opinião das crianças expressa por meio do desenho, utiliza de um título em aberto “Asilo é...”, a ser completado. Eles são analisados com subsídios do teste projetivo House-Tree-Person (HTP). Os resultados demonstram que houve, de uma aplicação para outra, alteração na opinião de 67% das crianças, que manifestaram opinião mais positiva relativa a perceber os idosos mais interativos e o Asilo mais humanizado, por meio de desenhos mais coloridas, de casas com portas e janelas, de pessoas sorrindo e em movimento e de mensagens afetuosas. Como aspectos negativos, encontram-se maior número de grades e de pessoas desenhadas sem face, o que pode representar a percepção da criança da dificuldade de contato do idoso com o mundo externo. Na análise estatística, encontrou-se média geral de 0,34 e desvio padrão de 0,16, no primeiro desenho e, no segundo, média de 0,42 e desvio padrão de 0,19, com médias obtidas numa escala de 0 a 1, em que se considera positivo o valor próximo a 1. Na avaliação neuropsicológica dos idosos, no MEEM, 50% demonstram preservação cognitiva. Os demais instrumentos indicam que a maior parte deles não apresenta sintomas depressivos, emite opinião positiva com relação à própria saúde, participa das atividades lúdicas e é dependente. Este estudo ressalta contudo que as características da instituição pesquisada, juntamente com a realização de atividades lúdicas, podem ter favorecido a opinião das crianças após seu contato com o Asilo. O estudo indica a necessidade de novas pesquisas sobre interação criança-idoso institucionalizado

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