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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.
61

Counteracting Availability: Giving Control Back to Players Within Online Gambling

Simon, Nordsvan January 2020 (has links)
Gambling has become ever more available and begun to employ more techniques, such as gamification, in order to engage their players. Today, Gambling with the use of your computer or smartphone is not deemed very different from playing any other kind of game. This shortens the availability cascade, or chain of events, that in the context of Gambling can ultimately lead to severe economical or social consequences for the players. This thesis seeks to find out how the increased availability can be counteracted by giving control back to the players through the use of personal informatics as well as if, and if so how, the social aspect of Gambling affects responsibility and the perceived experience. By conducting in-depth interviews with 20 participants I gained insights into what would assist them in maintaining control as well as their perception of Gambling. In order to evaluate these findings they were, in conjunction with related research, translated into a design concept. The results of the evaluations of this design suggest that many of the same techniques used to increase engagement with Gambling can also be utilized to counteract the increased availability. The prospects for future research are outlined.
62

Living your life through technology : A qualitative study about technology usage during a global pandemic

Säljedal, Klara, Danielsson, Johannes January 2020 (has links)
Social isolation is one of the main challenges for distance students. In the situation of covid- 19, on-campus university students in Sweden are faced with the same challenge, since they have been required to study elsewhere as Universities are closed for students. We asked in what way students use technology during covid-19, and which role technology has for university students. The answers to these questions are important to be able to design and implement better technology for communication and collaboration across distances. To study this, we conducted qualitative interviews and a questionnaire with university students normally studying at campus. Our findings show that university students use a variety of technologies during covid-19 to socialize, work and study, and entertain themselves. We contribute with information about which online services, functions, and hardware are seen as most important. Finally, we provide information about technology's role for university students during covid-19, such as something used to maintain your social life, studies, for entertainment and to combat boredom.
63

Identifying Causes of Burden in Ecological Momentary Assessment Studies

Fadahunsi, Simeon, O'Donnell, Grace January 2022 (has links)
No description available.
64

Digital vägledning efter coronapandemin : En kvalitativ studie om studie- och yrkesvägledares förhållningssätt till digital vägledning efter coronapandemin / Digital guidance after the corona pandemic : A qualitative study of student counselors approach to digital guidance after the coronapandemic

Möcklö, Daniel, Hebro, Johan January 2022 (has links)
Från och med 1 april 2022 klassas inte längre Covid-19 som en allmänfarlig- eller samhällsfarlig sjukdom och restriktionerna som tidigare tvingade fram digital vägledning i skolor gäller inte längre.Studiens syfte och frågeställning är att undersöka hur studie- och yrkesvägledare förhåller sig till digital vägledning efter covid-19 pandemin och vilka fördelar- samt nackdelar de upplevt med digital vägledning.I denna kvalitativa studie intervjuades sex studie- och yrkesvägledare där alla informanterna var verksamma på olika grundskolor. Intervjuerna har gjorts med utgångspunkt i en semistrukturerad intervjuguide.Genom att analysera intervjuerna med hjälp av Malténs kommunikationsteori och Egans The Skilled Helper Model har vi besvarat vårt syfte och frågeställning. Egan och Maltén beskriver bland annat att icke-verbal kommunikation är en viktig komponent i kommunikation då denna utgör en stor del av samtal.Resultaten i denna studie visar att digital vägledning missar en del av den icke-verbala kommunikationen då parterna till viss del inte kan se varandras kroppsspråk.Det framkommer även att samtliga informanter har uppfattningen att den digitala vägledningen aldrig kan ersätta det fysiska mötet face-to-face men att det finns fler fördelar än nackdelar med digital vägledning.I studien lyfts också att vissa särskilda grupper, till exempel elever med NPF-diagnos och hemmasittare gynnas av digital vägledning.
65

Länge leve butiken! : En kvalitativ undersökning av generation Z:s konsumentbeteende och den fysiska butikens framtida roll / Long live the store! : A qualitative study of Generation Z's consumer behavior and the future role of the physical store

Danell Karlberg, Filippa, Johdet, Frida January 2022 (has links)
Due to the increased level of digitization in society the retail sector must adapt and follow the digital footprint to survive on the market. As a result of the digital development, e-commerce has become a major part of the retail industry. The purpose of  this study is to understand and contribute knowledge of how the consumers attitude and expectations towards the in-store retail has changed and how it will affect the function of the physical store in the future.  In this study we will focus on generation  Z since they constitute the majority of the retail consumers and will have a significant impact on the future of retail. To explore this field, we used a qualitative approach, and the data were obtained through semi-structured interviews with consumers from generation Z. Additionally we initiated the study with a survey to get an essential understanding of the behaviors of generation Z as consumers. The primary findings of this study are the correlation between the consumers general attitude towards the digitization of society and their expectations on the integration of digital innovations in in-store retail. The characteristics of generation Z are demands on a seamless and convenient shopping experience which we can see differentiate depending on the type of product the consumer aims to purchase. Finally, as the study shows that generation Z has a generally positive attitude towards new technology and is adaptable, we mean that the stores’ focus should not be on what type of technology they integrate but how the technology can satisfy the consumers' needs and expectations.
66

Influential Observation : How Observers Can Influence Activities With Gaze, and How This Impacts Social Presence Perception

Derlow, Max January 2022 (has links)
There is a distinction between participants and observers; the former performs an activity, whereas the latter spectates. The idea of observers who can influence activities is largely unexplored and could contain potential use-cases for eye-trackers and improve social presence in digital settings. This thesis adds to existing research by investigating whether higher degrees of observer influence correspond to increased social presence perception in digital co-located settings. It also provides designers with a tool that helps design and evaluate interactions accounting for observers' influences. The thesis presents five gaze implementations across two games that allow observers to influence them to investigate the hypothesised link between social presence perception and an observer's degree of influence. The results indicate that the link exists, although more tests are necessary to determine whether there is a noticeable difference between observers who impact activities directly and indirectly.
67

Anticipating a future with digital assistants : Futuristic Autobiographies to explore stress management

Danielsson, Johannes, Säljedal, Klara January 2021 (has links)
Digital assistants such as Google Assistant and Alexa are becoming more and more common in people's homes through smart speakers. Technologies that assist with stress management have increased as well, leading to an abundance of stress management applications for different devices. However, there is a limited amount of research regarding how advanced digital assistants could support stress management and be integrated into users' daily activities. Therefore, our study explores how people anticipate that they would relate to an advanced digital assistant in the future and how they would integrate it into their everyday activities for stress management. Our study shows that important aspects of digital assistants relate to their objectivity, personalization, and adaptability in terms of type of interaction in different contexts. The study also finds that privacy and control, such as a mute function or an on & off function, are desired in order to adjust the digital assistant and integrate it into everyday activities. Finally, stress management with digital assistants is highly personal and how users would relate to and integrate digital assistants into their everyday activities for stress management is unique to each user.
68

Inclusive and Accessible Workplaces: AI- and Robotics-Based Assistive Technologies for Professionals with High-Functioning Autism

Rode, Sonia January 2021 (has links)
Although every society member should be offered an equal chance to participate in working life, individuals with high-functioning autism encounter many barriers. Here, assistive technologies using AI and robotics can provide new possibilities to create accessibility and inclusion. This thesis followed the methodology of user-centred design by performing an online survey with 48 autistic professionals to understand their current work experiences and attitudes towards AI- and robotics-based assistive technologies. Based on the survey findings, neurotypical participants from different educational backgrounds ideated in workshops novel technological solutions. The survey results indicate that autistic professionals are open to AI and robotics to overcome, among others, barriers of sensory overload resulting from sounds and many simultaneous social interactions. Thus, the ideas of headphones using personalisation to cancel specific noises and a device summarising conversation content from team meetings for the remotely located professional can be supportive. Finally, the research results can be a starting point for future design ambitions addressing autistic individuals in their work environments.
69

Managing online workshops for diverse user groups : A case of redesigning a multi-user application

Tobiskova, Nicole January 2020 (has links)
The participatory design previously proved to be a useful approach to design a system together with customers. Also, research has shown guidelines on managing distributed teams, which is now, during the Covid-19 pandemic, more relevant than ever. The gap that remains to be explored is the lack of guidelines on how to design a remote workshop in such a way that it enables people to share their work practice and picture their work contexts. In this work, we aim to gain knowledge about participants' abilities to collaborate online as well as accessing their different work processes by conducting a series of workshops involving a wide range of users. The results show that participants' hands-on performance was rather limited, and they tend to use more traditional ways of cooperation. Applying our methods, we were able to access details about the underlying processes of participants' work and their way of thinking that can be used to make the design of the workshop more suitable for participants.
70

Digital Elements in the TRPG : Using a digital medium to add gameplay to the character sheet

Olsson, Adam January 2022 (has links)
The TRPG is an incredibly varied genre. Not only are there a lot of different games in it, the way these games are played varies from player to player and even moment to moment within the game itself. Digital adaptations of TRPGs usually sacrifice this capability to bend the rules. A digital character sheet is developed specifically to gain the benefits of digital media without losing this rule flexibility. The artifact is tested in a session of DND and found to have expressive benefits over a traditional character sheet. However, the artifact fundamentally clashes with some aspects of DND, and it is concluded that for further development a game designed to utilize the artifact is needed.

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