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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.
291

Customização em massa de projeto de habitação de interesse social por meio de modelos físicos paramétricos / Mass customization of social housing project through parametric physical models

Azuma, Mauricio Hidemi 08 March 2016 (has links)
Esta pesquisa aborda como problema principal, a falta de participação do usuário de Habitação de Interesse Social (HIS) na definição da sua moradia. O modelo atual do processo de provisão da habitação é baseado, principalmente, no sistema de produção em massa, resultando em unidades habitacionais padronizadas que não atendem às necessidades de seus usuários. Dentro deste cenário, a Customização em Massa (CM), tem sido investigada e apontada como uma estratégia promissora para solucionar este problema. A CM é definida como uma síntese de dois sistemas, aparentemente concorrentes: o da produção em massa com a customização individual de bens ou serviços. A participação do cliente na configuração do seu produto é uma condição essencial no conceito da CM, para o atendimento de suas necessidades e desejos. Para viabilizar essa participação, é necessária a utilização de ferramentas que permitam aos clientes configurarem seus produtos, a partir de opções disponibilizadas pelo fabricante. Especificamente no setor da construção civil, estas ferramentas ainda precisam ser desenvolvidas e experimentadas. Neste contexto, o objetivo principal da pesquisa é desenvolver um instrumento funcional que apoie os usuários, nas decisões da customização da sua habitação, em processos participativos de projetos de HIS. A pesquisa utiliza a abordagem da Design Science Research, a qual orienta para que, após a compreensão da questão central, seja proposto um artefato aplicável em soluções práticas. Os resultados obtidos com a aplicação do artefato desenvolvido demonstraram que o mesmo pode ser utilizado, não apenas na CM, mas também em outros processos de projetos participativos. A principal contribuição desta pesquisa está na originalidade das características paramétricas do modelo físico proposto. / This research approaches, as a main problem, the lack of user participation in Social Housing regarding the definition of its dwelling. The current model of housing provision process is based, mainly, on the mass production system, resulting in standardized housing units that do not satisfy the needs of users. Within this background, the Mass Customization (MC), has been investigated and identified as a promising strategy to solve this problem. The MC is defined as a synthesis of two systems, seemingly competitive: the mass production with the individual customization of goods or services. The customer participation in his product configuration is an essential condition in the concept of MC to fulfill his needs and desires. In order to enable this participation, the use of tools is required to enable customers to configure their products, from options, provided by the manufacturer. Specifically, in the civil construction sector these tools still need to be developed and experienced. In this context, the main objective of this research is the development of a functional device that can support users in their decisions of housing customization in participatory processes of Social Housing projects. The research uses the Design Science Research approach, which after understanding the central issue, recommends the development of an artifact and its application in practical solutions. The results obtained by applying the developed artifact demonstrated that the latter can be used, not only in MC, but also in other participatory design processes. The main contribution of this research is the originality of the parametric features of the proposed physical model.
292

Towards a design methodology to support social networks of residents in inner-city apartment buildings

Foth, Marcus January 2006 (has links)
This PhD study is at the intersection of people, place and technology and pioneers innovative development approaches towards interactive social networking systems informed by community, social and urban studies and employs human-centred and participatory design methods. The project delivers a greater understanding of the potential for internet-based systems to support and facilitate social networks of urban residents and the role of those networks to foster neighbourhood identity and social capital. Departing from conventional notions that regard communities as collectives, this study builds upon more contemporary interpretations of community inherent in Castells’ and Wellman’s theories of the network society and networked individualism. The thesis challenges the view that a mere re-appropriation of applications used to support dispersed virtual communities of interest is adequate to meet the place and proximity-based design requirements that community networks in urban neighbourhoods pose. The overarching principal research aim of the study is to propose new ways of conceptualising the roles of social networks of urban residents to better inform the design of new technology facilitating urban neighbourhood developments. Addressing this aim requires a new understanding of the roles of social networks of urban residents. The study sets out to critique the implicit theories underlying technology design in this area and to propose a more appropriate theory based on recent developments in the field and empirical findings from the study. The key research questions are: 1. What theoretical model can better represent social interaction of residents in inner-city apartment buildings? 2. How can relevant research methods be adapted to take the network qualities of social interactions into account? 3. What are the implications of a new understanding of social networks for the design of technology that supports the growth of neighbourhoods? 4. What are the implications of a new understanding of social networks for an urban architecture that supports the growth of neighbourhoods? Within a framework of action research, the study follows a case study approach of three different inner-city residential apartment complexes in Brisbane. Research methods are mostly qualitative and ethnographic and include surveys, focus groups, participant observation and interviews, as well as participatory design. The study delivers innovative outcomes on three levels: 1. Theoretical innovation with an analytical translation of Wellman’s notion of networked individualism and a conceptualisation of the communicative ecology model into the context of system design that supports social networks of residents in inner-city apartment buildings; 2. Methodological innovation with the presentation of Network Action Research, an addition to the action research family which pays particular attention to the network quality of social formations in communities; 3. Empirical innovation with research findings which indicate that the key factors influencing the successful design and uptake of interactive systems to support social networks in urban neighbourhoods. They include the swarming social behaviour of urban dwellers, the dynamics of their existing communicative ecology, and the serendipitous, voluntary and place-based quality of interaction between residents on the basis of choice, like-mindedness, mutual interest and support needs. Findings are presented in three parts to audiences interested in people, technology and place. Drawing on social, urban and computer sciences, this research project delivers insights which will assist efforts to facilitate urban neighbourhood community building with new media and network ICTs. Understanding the issues and challenges as well as opportunities and strengths in forming a local meshwork of social networks will help Australians negotiate the complex web of daily choices, access a greater social safety net, and participate in the socio-cultural and socio-economic life of their city. This in turn will contribute to greater social inclusion, urban sustainability and healthier local economies.
293

Co-design of Augmented Reality textbook for children's collaborative learning experience in primary schools

Alhumaidan, Haifa January 2017 (has links)
Augmented Reality (AR) is a recent technology that allows a seamless composition between virtual objects and the real world. This practice-based research uses the affordances of AR to design an AR textbook for collaborative learning experience. It identifies the key concepts of children s AR textbooks for the designing and evaluation of collaborative learning experiences. These concepts were used to develop a conceptual framework for the AR textbook that considers collaborative experience, learning and usability. Informed by these concepts, the research also has identified the design features which are unique to AR affordances which can be integrated in the school textbooks to develop a collaborative AR textbook for primary school children. The research follows a participatory design approach to involve the users of the AR textbook in the design process. The researcher has conducted three co-design studies involving primary school children and adults using cooperative inquiry techniques. The first study uses low-tech prototyping to find the overall direction of designing the AR textbook. After the development of the first AR textbook prototype, two formative evaluations have been conducted using cooperative inquiry critiquing, and layered elaboration techniques. Throughout these studies, a conceptual framework has been developed namely, Experience, Learn and Use (ELU) for the designing and evaluation of children s AR textbooks for collaborative learning experience. This framework is based on the adaption of Janet Read s Play, Learn, Use (PLU) model that defines children s relationships with the interactive technologies. The research proposes the ELU framework as a useful classification framework in the evaluation process, which informs the design features of the AR textbook which are related to the concepts of collaborative experience, learning and usability. The practical component of the thesis proposes a sample of an AR textbook that is integrated in the regular school curriculum. It demonstrates the design features which can be implemented in other textbooks to support collaborative learning experiences for primary school children. The documentation of the co-design process provides a practical framework for co-designing an AR textbook with children, as well as an evidence of using the ELU framework in practice. 4 This research also contributes in bridging the gap between AR and Child-Computer Interaction (CCI) communities, through the use of common CCI methods in the AR development. This research has resulted in key design principles which contribute original knowledge to the literature of the AR for children s education considering the CCI perspective. These important principles are informed by the collaborative experiences, learning and usability aspects that establish a framework for the design and evaluation of collaborative AR textbook for children. The eight identified principles by this research are, Joint Textbooks, Personalised AR Experience, Interactive AR Book, Communication-Based Learning, Rewarding AR feedback, Audio AR Textbook, Intuitive AR Markers, and Mutual AR Display. The research introduces the definition for each of the concepts and a demonstration of the related design features in the outcome of the AR textbook prototype.
294

Child-centred technologies as learning tools within the primary classroom : exploring the role of tablets and the potential of digital pens in schools

Mann, Anne-Marie January 2017 (has links)
This thesis provides insights into how technology can be and is used as child-centric learning tools within primary school classrooms. The conducted studies look closely at how tablet technology is integrated into the modern classroom, and considers how existing digital writing technologies could support handwriting-based learning exercises in future. This is achieved by conducting three in-the-wild studies, using different approaches, with a total of seventy-four children in school classrooms. In the first study, focus is placed on how tablets integrate into and with existing classroom practices, documenting when and how children use tablets in class. Relevant and complementary to this, the use of traditional writing tools is questioned and two further studies explore the potential and suitability of digital pens to support children's handwriting-based learning. One looks in detail at how children's handwriting is effected by different existing digital pen technologies. The other study, conducted through a creative, participatory design session, asks children to provide their opinions regarding desirable features for digital writing technology. The findings from this research classify and exemplify the role of tablets in the classroom, and explore potential design directions of digital writing tools which could be used by children in the future. This work may be useful and of interest to others who conduct research with children within the fields of Human Computer Interaction, Child Computer Interaction or education.
295

Musik som stöd för karaktärsskapande : En studie om att skapa karaktärer med hjälp av instrumentalmusik / Music as support for character creation : A study about creating characters with help of instrumental music

Eliasson, Ocean January 2018 (has links)
När det kommer till allmänt skapande så anser jag att det handlar mycket om att komma på idéer. Att ta vara på sina vardagliga möten och sin omgivning runt omkring sig kan vara användbart material för att bli inspirerad och motiverad till att skapa något. Från arkitekter som ritar hus till tekniker som skapar inom medieteknik, så har många idéer inspirerats från någon grund, för att sedan fått existens. I mitt fall har jag inspirerats av Walt Disney’s Fantasia (1940) och fått idéen att testa skapa en metod om hur karaktärer kan frambringas med stöd av instrumentalmusik. Oavsett när det kommer till film, spel eller litteraturer så har karaktärer en oerhört stor betydelse i alla typer av berättelser. Det finns till visshet en mångfald olika sätt hur karaktärer kan skapas och jag har haft som mål att skapa en egen metod för de som är i behov eller har intresse av skapa karaktärer. I detta kandidatarbete kommer mitt tillvägagångssätt presenteras om hur jag har skapat tre olika karaktärer med hjälp av tre olika instrumentallåtar. I detta kandidatarbete kommer det presenteras forskning om hur vi kan uppleva musik, användbar information om karaktärsskapande och vilka metoder jag har använt mig av under min karaktärprocess. I slutet har tre stycken grundkaraktärer frambringats med hjälp från mina tre utvalda instrumentallåtar, och en gestaltning kommer introducera förslag om hur karaktärerna kan se ut. / I think when it comes to overall creation, it's a lot about getting ideas. When it comes to finding ideas, I think it’s about paying attention to your everyday meetings and surroundings to find useful materials that can be inspiring and create motivation to design. From architects who draw houses, to technicians who create in media technology, so have many ideas been inspired for some kind of basic. In my case, I have been inspired by Walt Disney’s Fantasia (1940) and got the idea of ​​trying to create a method about how characters can be produced with help from instrumental music. When it comes to movies, games or literatures, characters have a enormous importance in all kinds of stories. There are surely a variety of ways in how characters can be created, and my goal in this bachelor thesis have been to create an usable method for those who are in need or have interest in creating characters. In this bachelor thesis, my approach will be presented, about how I’ve created three different characters with help of using three different instrumental songs. In this bachelor thesis will research be presented on how we can experience music, useful information about character creation, and the methods that have been used in my character process. In the end, three different basic characters will be presented with various personalities and a design will introduce proposals on how the characters might look like.
296

Who Am I? uma arquitetura para a coleta, modelagem e oferta de perfis de usuários para a computação ubíqua

Alencar, Tatiana Silva de 14 August 2014 (has links)
Made available in DSpace on 2016-06-02T19:06:19Z (GMT). No. of bitstreams: 1 6466.pdf: 5791696 bytes, checksum: 534072ee44559aaa0654340ab8533177 (MD5) Previous issue date: 2014-08-14 / One of the core requirements of Ubiquitous Computing is to be user context aware for software solutions developed may be adapted to the different skills and capabilities of users, with regard to physical and cognitive characteristics and interaction preferences. However, the focus of research has been in adapting the systems to different devices. The adaptation to different users profiles still demands further investigation, especially on how to understand and model the physical and cognitive characteristics, and users preferences. It is possible to find several studies that present user profiles models in the literature. Some of these models include a large set of features related to the users. However, only a few works provide an indication of how the information about the user is captured and how the profile already mapped in the model is turned available for applications. Moreover, these models do not take into account the user's interaction needs and preferences, since they only focus on personal information, physiological state, demographics etc. Thus, this work aims to support the flexibility of ubiquitous systems, considering different user profiles, facilitating the collection and delivery of these profiles for ubiquitous computing. To achieve this goal we defined the "Who Am I?" architecture to meet the users diversity by considering their interaction needs and preferences as part of the adopted user profile model; enables the collection of user profiles by means of a collector; and allows communication between the collector and the ubiquitous systems of an interoperable manner. To evaluate the feasibility of this architecture and verify that it meets the diversity of users, a case study was conducted with two scenarios of use. In the first scenario, a bus stop system and the second, a simulation for a smart kitchen was developed. The evaluation of the two software solutions developed was performed with real users and included both technical and emotional aspects. The results indicate that the interaction with both solutions through "Who Am I?" architecture gave satisfaction and motivation in users, and that communication and the adaptation of ubiquitous systems are given appropriately. / Um dos principais requisitos da Computação Ubíqua é ser sensível ao contexto do usuário para que as soluções de software desenvolvidas possam ser capazes de se adaptar às diferentes habilidades e capacidades dos usuários, no que diz respeito às características físicas e cognitivas, e preferências de interação. Todavia, o foco das pesquisas tem sido na adaptação dos sistemas aos diferentes dispositivos. No que se refere à adaptação aos diferentes perfis de usuários ainda é preciso investigar mais, principalmente a forma de conhecer e modelar as características físico-cognitivas e as preferências do usuário. Na literatura, são encontrados vários trabalhos que propõem modelos de perfil de usuário, sendo que alguns destes englobam um conjunto grande de características relacionadas aos usuários. Porém, apenas alguns fornecem uma indicação de como as informações sobre o usuário são capturadas e como o perfil já mapeado é disponibilizado para as aplicações. Além do mais, estes modelos não levam em consideração as necessidades e preferências de interação do usuário, visto que apenas focam em informações pessoais, estado fisiológico, dados demográficos, etc. Desta forma, este trabalho tem como objetivo apoiar a flexibilidade de aplicações ubíquas considerando diferentes perfis de usuários, facilitando a coleta e a oferta desses perfis para a computação ubíqua. Para alcançar esse objetivo definiu-se a arquitetura Who Am I? para atender a diversidade de usuários por considerar suas necessidades e preferências de interação como parte do modelo de perfil de usuário adotado; viabilizar a coleta de perfis de usuários por meio de um coletor; e permitir a comunicação entre o coletor e os sistemas ubíquos de uma forma interoperável. Para avaliar a viabilidade dessa arquitetura e verificar se ela atende à diversidade de usuários, foi realizado um estudo de caso com dois cenários de uso. No primeiro cenário foi desenvolvido um sistema de ponto de ônibus e no segundo, uma simulação para uma cozinha inteligente. A avaliação das duas soluções de software desenvolvidas foi realizada com usuários reais e contemplou tanto aspectos técnicos como emocionais. Os resultados indicam que a interação com ambas por meio da arquitetura Who Am I? proporcionou satisfação e motivação nos usuários e que a comunicação e a adaptação dos sistemas ubíquos se deram de forma adequada.
297

Diretrizes MobiDeaf: uma abordagem para desenvolvimento de aplicações de redes sociais em dispositivos móveis para os surdos / MobiDeaf Guidelines: an approach to developing social networking applications in mobile devices for the deaf

Schefer, Ricardo Pezzotti 17 November 2016 (has links)
Submitted by Milena Rubi (milenarubi@ufscar.br) on 2017-06-01T17:16:02Z No. of bitstreams: 1 SCHEFER_Ricardo_2016.pdf: 49311438 bytes, checksum: 74e1f250d8625420e99bd4200029e64d (MD5) / Approved for entry into archive by Milena Rubi (milenarubi@ufscar.br) on 2017-06-01T17:16:09Z (GMT) No. of bitstreams: 1 SCHEFER_Ricardo_2016.pdf: 49311438 bytes, checksum: 74e1f250d8625420e99bd4200029e64d (MD5) / Approved for entry into archive by Milena Rubi (milenarubi@ufscar.br) on 2017-06-01T17:16:16Z (GMT) No. of bitstreams: 1 SCHEFER_Ricardo_2016.pdf: 49311438 bytes, checksum: 74e1f250d8625420e99bd4200029e64d (MD5) / Made available in DSpace on 2017-06-01T17:16:23Z (GMT). No. of bitstreams: 1 SCHEFER_Ricardo_2016.pdf: 49311438 bytes, checksum: 74e1f250d8625420e99bd4200029e64d (MD5) Previous issue date: 2016-11-17 / Não recebi financiamento / The easy access to mobile and social networking is changing the way people communicate; however, the deaf person is segregated in some of these media. Although there are many designers working with some recommendations, these are still too general and do not satisfy the complete interaction of the deaf in these environments. In this scenario, the deaf audience is not considered in the creation of these applications either because the developers do not know or because they cannot find direct and accurate information about the needs of this group. Supported by literature and experiments, this paper proposes guidelines for developing applications for social networks on mobile devices specifically focused on the deaf audience. Through action research approach (AR), at first we tried to know the difficulties of the public from the perspectives of interaction with mobile devices applied to social networks, specifically Facebook. This first AR cycle was carried out through tests with users for Communicability Evaluation Method (CEM). Afterwards, one participatory design session (DP) was performed, in which the prototypes produced by the users were analyzed and classified by the Model 3C vision. Based on guidelines and the results of experiments, the MobiDeaf was created with eight guidelines. Mobideaf was evaluated by comparison with the WCAG 2.0 recommendations in two types of tests: (i) with designers who produced prototypes, which were analyzed, inspected and reproduced in a test application, and; (ii) with deaf people who experimented the test application. This project contributes in bringing a set of guidelines that help both the designer and the target audience. Also describes CEM tests and a DP session. Presents a mapping of the features worked by the deaf based on Facebook social network, in the Model 3C. Shows in detail the creation and evaluation of guidelines that can be used to enable better interaction of the deaf with society in general through social networking on mobiles. / O acesso fácil aos dispositivos móveis e redes sociais vem modificando a forma como as pessoas se comunicam, porém, a pessoa surda ainda se vê segregada em muitas dessas mídias. Ainda que muitos trabalhem com algumas recomendações, estas são muito genéricas não satisfazendo de forma plena a interação do surdo nesses ambientes. Diante desse cenário, o público surdo, não é considerado na criação desses aplicativos, seja porque os desenvolvedores de interface não conhecem ou não encontram informações diretas e precisas sobre as necessidades deste grupo. Apoiado em bibliografia e em experimentos realizados, este trabalho propõe diretrizes para desenvolvimento de aplicações para redes sociais em dispositivos móveis especificamente com foco no público surdo. Através da abordagem da pesquisa-ação (AR), em um primeiro momento procurou-se conhecer as dificuldades deste público sob as perspectivas de interação com dispositivos móveis aplicados às redes sociais, mais especificamente o Facebook. Esse primeiro ciclo AR se deu através de testes com os usuários utilizando o Método de Avaliação de Comunicabilidade (MAC). Em segundo momento realizou-se uma sessão de design participativo (DP) onde os protótipos produzidos pelos usuários foram analisados e classificados sob a ótica do Modelo 3C. Com base em diretrizes pertinentes ao estudo e nos resultados dos experimentos, criou-se o MobiDeaf com oito diretrizes. Este foi avaliado por comparação com as recomendações WCAG 2.0 em dois tipos de testes: (i) com designers que produziram protótipos, que foram analisados, inspecionados e reproduzidos em um aplicativo teste e; (ii) junto aos surdos que testaram este aplicativo. Este projeto contribuiu ao trazer um conjunto de diretrizes que ajudam tanto o designer quanto o público alvo. Ainda descreve detalhadamente testes MAC e uma sessão DP. Apresenta um Mapeamento das funcionalidades trabalhadas pelos surdos baseado na rede social Facebook, nos moldes do Modelo 3C. Descreve em detalhes a criação e avaliação das diretrizes que podem ser utilizadas para permitir melhor interação do público surdo com a sociedade em geral através de redes sociais em dispositivos móveis.
298

Teknik och design som motstrategi till sexuella trakasserier online : En kvalitativ studie av erfarenheter och lösningar på sexuella trakasserier online utifrån ett användarperspektiv / Technology and design as a counter-strategy for sexual harassment online : A study of experiences and solutions of sexual harassments online from a user perspective

Ahlström, Sofia, Hansson, Sofie January 2017 (has links)
Digital platforms such as social media are big part of people's everyday life and social network. Recent studies shows that the ability to act anonymously on social media has increased harassment behaviors online. For marginalized groups, digital platforms are important for the act of freedom of speech and harassments online can limit these groups in the digital environment. Within the framework of this study we found, that there is a lack of studies that specifically research sexual harassments online and what different factors that may have an impact on the problem. Therefore, the aim for this study was to research what values, attitudes and emotions users of social media services experiences online. We wanted to research, from a user perspective, what existing counter-strategies options are provided on social media against sexual harassments online, and if there are other technical design solutions for social media interfaces. Within the framework of this essay we have conducted a focus group interview and a participatory design workshop. The empirical data that was collected has been analysed with different theories such as power, resistance, empowerment in design, master suppression techniques in social media, feminist HCI and social norms and participatory design. The study also use previous research on harassment on social media to further understand the empirical data for the analysis. In this study there are findings from the focus group that has been placed in three different themes. 1) The importance of social relationships for counter-strategies against sexual harassment online. 2) Social norms and normalization of sexual harassment online. 3) The importance of technical aspects for dealing with sexual harassment online. Our study shows that the counter-strategies options on social media services today are not sufficient enough for these different aspects. The participatory design workshop in this study resulted in eight possible technical design solutions. These solutions can be implications for design on social media interfaces and can work as counter-strategy tools against sexual harassments online. This study only research one focus group, therefore the study can be used as a basis for further research. By including users with participatory design methods, values made from users of social media in relation to sexual harassments online can unfold and hopefully decrease the problem.
299

Touchable matters:reconfiguring sustainable change through participatory design, education, and everyday engagement for non-violence

Pihkala, S. (Suvi) 27 March 2018 (has links)
Abstract Sustainability is a catchword for contemporary concerns of environmental and societal vulnerability. Scholars, policymakers, designers, and educators alike find themselves knotted increasingly within fabrics of sustainability, approached as an object of concern in education and technoscientific projects. In relation, scholars drawing from posthuman and new materialist thinking have begun to re-imagine sustainability. Considering human subjectivity as part of the world in its ongoing, reiterative becoming has introduced new possibilities to rethink responsibility in and for sustainable change. This research is rooted in my engaged practices of participatory design and education on violence, violence prevention, and non-violence, which form the empirical research terrain of this study. This dissertation includes four articles that inquire into the practices in question by exploring possibilities for nurturing non-violence—and by scrutinising responsible participatory practices in design. This synopsis re-engages with the results presented in the articles mentioned and participates in calls to rethink sustainability. In order to reconsider sustainability in and for practices of sustainable change, I develop theoretical thinking based on response-ability and touch, as discussed by Karen Barad and Donna Haraway. Through a diffractive, affirmative engagement with sustainability in the engaged practices of change-making, I aim to unfold the affordances of feminist (new) materialist renegotiations of ethics and responsibility, in order to inform responsible participatory practices of change-making and, in particular, change towards non-violence. This research offers insight into the intricate ways sustainability reconfigures in and through practices of change-making in participatory design, education, and everyday engagements for non-violence. I begin by proposing a thinking and practice of response-able engagement. Then, through the idea of touchable matters, I foreground how the co-constituted conditions of ethically sustainable response become reconfigured in the designerly, the researcherly, the pedagogical, and other everyday practices, challenging for a shift to a new mode of entangled response-ability for sustainable change and towards non-violence. / Tiivistelmä Kestävyys on aikaamme läpileikkaava, sosiaalisiin ja ekologisiin epäkohtiin tarttuva haaste, joka yhdistää tutkijoita ja muita toimijoita moninaisina jaetun huolen ja interventioiden kohteina myös koulutuksellisissa ja teknotieteellisissä projekteissa. Posthumanistinen ja uusmaterialistinen ajattelu on haastanut ymmärryksiä kestävyydestä asettamalla inhimillisen toimijuuden erottamattomaksi osaksi maailman jatkuvia tulemisen ja tuottumisen prosesseja. Painopiste kestävyyden, muutoksen ja niihin liittyvien vastuullisuuksien tarkastelussa on siirtynyt arkisten käytänteiden moniulotteisiin kietoutuneisuuksiin. Väitöstutkimukseni sisältää neljä artikkelia, jotka perustuvat kahteen empiiriseen kokonaisuuteen. Työni aineisto on tuotettu tutkimalla työpaikkakiusaamiseen liittyvän osallistuvan suunnittelun vastuullisia käytänteitä sekä väkivaltaa, väkivallan ehkäisemistä ja väkivallattomuutta käsittelevää akateemista koulutusta. Väitöskirjaan sisältyvissä artikkeleissa olen tarkastellut pyrkimyksiä kohti väkivallattomuutta sekä muutokseen sitoutuneita ja siihen moninaisesti kietoutuvia käytänteitä. Työni yhteenveto-osassa työstän artikkeleissa esitettyjä osallistumista, refleksiivisyyttä, välittämistä ja väkivallattomuutta käsitteleviä tuloksia diffraktiivisesti. Työstämisen teoreettis-käsitteellisenä kumppanina toimivat Karen Baradin ja Donna Harawayn kosketusta ja vastuullisuutta käsittelevät keskustelut. Yhteenvedon tavoitteena on tarkastella feministisen (uus)materialistisen ajattelun mahdollisuuksia tuottaa uutta ymmärrystä kestävyydestä osana vastuullisia osallistuvia toimintatapoja muutoksen – ja erityisesti väkivallattomuuteen pyrkivän muutoksen – jokapäiväisissä käytänteissä. Kestävän muutoksen ja väkivallattomuuden mahdollisuudet tuottuvat osallistuvan suunnittelun, koulutuksen ja arjen käytänteissä moninaisin tavoin. Vastuullisuutta tarkastellessani esitän ajatuksen ”koskettavista kudelmista”, mikä kutsuu tunnistamaan, kuinka eettisen kestävyyden ja suhteisuuden mahdollisuudet ”kanssatuottuvat” arkisissa kohtaamisissa. Samalla se haastaa rakentamaan uudenlaista, tähän eettis-ontologiseen kietoutuneisuuteen sitoutunutta vastuullisuutta jokapäiväisissä suunnittelun, tutkimuksen, koulutuksen ja arjen pyrkimyksissä kohti kestävää muutosta ja väkivallattomuutta.
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Artefatos e linguagens de interação com sistemas digitais contemporâneos = os anéis interativos ajustáveis para a televisão digital interativa / Artifacts and languages of interaction with contemporary digital systems : the adjustable interactive rings for interactive digital television

Miranda, Leonardo Cunha de 16 August 2018 (has links)
Orientador: Maria Cecília Calani Baranauskas / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação / Made available in DSpace on 2018-08-16T23:18:27Z (GMT). No. of bitstreams: 1 Miranda_LeonardoCunhade_D.pdf: 4387805 bytes, checksum: b138e75ab0fe002567c99b3af4fd3a50 (MD5) Previous issue date: 2010 / Resumo: A digitalização da transmissão da televisão terrestre no Brasil e, consequentemente, a possibilidade de oferta de interatividade na televisão estabelece um novo paradigma de interação do telespectador com essa mídia com extremo potencial de impacto social, especialmente para a população brasileira. Entretanto, a existência de artefatos digitais comumente utilizados para a interação com o sistema de televisão hoje praticado não garante que esses dispositivos sejam os mais adequados aos avanços propostos com a Televisão Digital Interativa (TVDI). Além disso, a convivência de um número cada vez maior de equipamentos que fazem uso de controle remoto leva a interfaces mais complexas considerando os problemas existentes com o controle remoto já discutido na literatura por vários autores. O foco desta pesquisa de doutorado foi, portanto, investigar o design da interação nessa nova mídia com o objetivo de propor, desenvolver e validar novas formas de interação entre os usuários e a TVDI. Com base no entendimento de que uma interação mais direta com a TVDI passa pela necessidade de fazer com que o foco da interação se dirija mais à interface das aplicações interativas do que ao artefato físico de interação, chegamos a alguns resultados desta pesquisa. A tecnologia resultante desta pesquisa de doutorado saiu do plano das ideias, passando pelo seu projeto conceitual, de forma participativa, até sua implementação e validação junto a representantes do público-alvo. Podemos destacar algumas contribuições decorrentes da realização desta pesquisa no contexto dos artefatos físicos de interação com a TVDI: i) taxonomia para os artefatos físicos de interação; ii) recomendações de uso dos artefatos físicos de interação conhecidos na literatura; iii) análise sócio-técnica do domínio/contexto de novos artefatos físicos de interação; iv) diretrizes para novos artefatos físicos de interação; v) modelo de interação baseado em gestos via artefato físico de interação; vi) guidelines de design para novos artefatos físicos de interação; vii) especificações do design do produto e da linguagem de interação de um novo artefato digital para a TVDI; viii) implementações de protótipos de hardware e software do novo artefato digital para a TVDI; e ix) validação das especificações e dos protótipos do novo artefato digital para a TVDI junto ao público-alvo. / Abstract: The digitalization of terrestrial television broadcasting in Brazil and consequently the possibility of offering interactivity on television establish a new paradigm of interaction for the spectator with the media that has great potential to make a social impact, especially for the Brazilian population. However, the existence of digital artifacts commonly used to interact with current television system does not guarantee that those devices are adequate to the developments with the Interactive Digital Television (iDTV). Moreover, the coexistence of an increasing number of devices that make use of the remote control could result in more complex interfaces, considering the problems with remote control already discussed in the literature by several authors. The objective of this Ph.D. research was to investigate the interaction design in the iDTV with the purpose of proposing, developing and validating new ways of interaction with this new media. The research results are grounded in the understanding that a more direct interaction with iDTV involves making the focus of the interaction more on the interface of the interactive applications than on the physical artifact of interaction itself. The technology resulting from this research involved since its conceptual design, with a participatory approach, to its implementation and validation with real users from the target audience. Some contributions of this research in the context of physical artifacts of interaction with the iDTV can be highlighted: i) taxonomy for the physical artifacts of interaction; ii) use recommendations of physical artifacts of interaction known in the literature; iii) socio-technical analysis of the domain/context of new physical artifacts of interaction; iv) guidelines for new physical artifacts of interaction; v) gesture based interaction model via physical artifact of interaction; vi) design guidelines for new physical artifacts of interaction; vii) product design and interaction language specifications for new digital artifact for iDTV; viii) implementations of hardware and software prototypes for the new digital artifact for iDTV; and ix) validation of the specifications and prototypes of the new digital artifact for iDTV with the target audience. / Doutorado / Interação Humano-Computador / Doutor em Ciência da Computação

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