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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.
301

Comparing the Readability of Text Displays on Paper, E-Book Readers, and Small Screen Devices

Baker, Rebecca Dawn 05 1900 (has links)
Science fiction has long promised the digitalization of books. Characters in films and television routinely check their palm-sized (or smaller) electronic displays for fast-scrolling information. However, this very technology, increasingly prevalent in today's world, has not been embraced universally. While the convenience of pocket-sized information pieces has the techno-savvy entranced, the general public still greets the advent of the e-book with a curious reluctance. This lack of enthusiasm seems strange in the face of the many advantages offered by the new medium - vastly superior storage capacity, searchability, portability, lower cost, and instantaneous access. This dissertation addresses the need for research examining the reading comprehension and the role emotional response plays in the perceived performance on e-document formats as compared to traditional paper format. This study compares the relative reading comprehension on three formats (Kindle, iTouch, and paper) and examines the relationship of subject's emotional response and relative technology exposure as factors that affect how the subject perceives they have performed on those formats. This study demonstrates that, for basic reading comprehension, the medium does not matter. Furthermore, it shows that, the more uncomfortable a person is with technology and expertise in the requested task (in this case, reading), the more they cling to the belief that they will do better on traditional (paper) media - regardless of how well they actually do.
302

Účetní výkaznictví profesionálních sportovních klubů (se zaměřením na hlavní prvky nehmotných aktiv rozvahy) / Financial Reporting of Professional Sports Clubs (Wth a View to Main Elements of Intangible Assets)

Filinger, Jaroslav January 2003 (has links)
The dissertation thesis concentrates on financial reporting of professional sports franchises. The thesis is divided into eight sections. In addition to introduction and conclusion the thesis includes the section focus on sports economics and five sections consider specific issues of professional sports clubs from accounting perspective. Section 1 accents an increasing importance of sport in society involving growing allocation of financial resources. Entry into stock is way to obtain an external capital. However this entry increases user's requirements on financial statements. Section 2 focus on economic background of professional sports franchises. Understanding of economic relations in sports branche provides correct interpretation of economic phenomenons and their recognition. Section 3 emphasizes importance of intangible rights in sports branche and presents approaches of intangible asset accounting included in IFRS and US GAAP. Section 4 be engaged in most important issue in sports branche -- economic relations between players and sports franchises established in the player contracts. This section concern about initial recognition of player contracts depending on type of acquisition and accounting of longterm liabilities included in the player contracts. Section 5 shows economic implications of league franchise (especially teritorial exclusivity) which are crucial for fulfiling the recognition criteria to be classified as an (intangible) asset. Key problem of subsequent recognition of league franchise is determining the useful life of an intangible asset. Section 6 present the main sources of revenues for sports franchises (operating segments) and their influence on the structure of financial statements. This section concentres mostly on recognition of revenues from sale of broadcasting rights guaranteed in longterm contracts. Section 7 focus on some economic and accounting aspects of operating a sports facility (especially subvencion and longterm lease of sports facilities). Section 8 summarise the main ideas included in this dissertation thesis.
303

Televisão e Presidência da República: a soberania em disputa de 1950 a 1964

Castro, Nilo André Piana de January 2011 (has links)
Este trabalho analisa as relações entre a Presidência da República e a televisão entre 1950-1964. Trata da disputa entre “nacionalistas” e “entreguistas” nos governos: Eurico Dutra, Getúlio Vargas, Café Filho, Juscelino Kubitscheck, Jânio Quadros e João Goulart. Procura demarcar o confronto entre a Presidência e a televisão em relação aos rumos da vida política, econômica e social do Brasil. Mediante analise transdisciplinar sobre a soberania em disputa no período vale-se de recursos como analise histórica, das relações internacionais e da ciência política. Mostra a deliberada tentativa dos proprietários de estações de televisão em dirigir o país em seu modelo de desenvolvimento, nas relações internacionais e na exploração do petróleo. Para o estudo da relação entre a Presidência e a televisão, utilizam-se os conceitos de veto player, agendamento e substituição. O intervalo foi marcado pela consolidação da radiodifusão e pela disputa na televisão de diferentes modelos de negócios e serviços, materializados por Assis Chateaubriand, Mario Wallace Simonsen e Roberto Marinho. Descreve a influência da publicidade e parte da trajetória de figuras como Carlos Lacerda, Leonel Brizola e Nelson Rockefeller. O descontrole da TV culmina dramático desfecho do período em 1964. / This paper analyzes the relationship between the presidency and television between 1950-1964. This dispute between the "nationalist" and "submissive" in government: Eurico Dutra, Vargas, Café Filho, Juscelino Kubitschek, Jânio Quadros and João Goulart. Search demarcate the confrontation between the presidency and television in relation to the direction of political, economic and social development of Brazil. Through interdisciplinary analysis on the sovereignty dispute in the period relies on features such as historical analysis, international relations and political science. Shows a deliberate attempt by the owners of television stations in driving the country into its model of development, international relations and the exploitation of oil. To study the relationship between the Presidency and the television, using the concepts of veto player, and replacement schedule. The interval was marked by consolidation of radio and television by the fighting in different business models and services, materialized by Assis Chateaubriand, Mario Wallace Simonsen and Roberto Marinho. Describes the influence of advertising and part of the trajectory of figures such as Carlos Lacerda, Leonel Brizola and Nelson Rockefeller. The lack of TV drama culminates outcome of the period in 1964.
304

DocPlayer: Design Insights from Applying the Non-HierarchicalMedia-Player model to Document Management

Foo, Jody January 2003 (has links)
<p>Managing documents is an integral part of computer use, and with the growing document collections of today, the importance of tools that are both flexible and efficient is becoming more evident. In many cases, the hierarchical file system used by many operating systems is also used for document management purposes. However, by using the file system for document management, restrictions and limitations such as strict hierarchical document classification and the use of non-content-related document properties are inherited. This thesis explores some of the consequences of extending the non- hierarchical media-player model to handle certain document-management tasks. In order to investigate some of these design issues, DocPlayer, a system with non-hierarchical (set-based) filing mechanisms was created that supports multi- category document categorization. This system was then analyzed in the context of document-management tasks associated with writing a thesis. The main insights for designers of document-management systems include advantages and disadvantages of multi-category document categorization.</p>
305

Applying Agent Modeling to Behaviour Patterns of Characters in Story-Based Games

Zhao, Richard 11 1900 (has links)
Most story-based games today have manually-scripted non-player characters (NPCs) and the scripts are usually simple and repetitive since it is time-consuming for game developers to script each character individually. ScriptEase, a publicly-available author-oriented developer tool, attempts to solve this problem by generating script code from high-level design patterns, for BioWare Corp.'s role-playing game Neverwinter Nights. The ALeRT algorithm uses reinforcement learning (RL) to automatically generate NPC behaviours that change over time as the NPCs learn from the successes or failures of their own actions. This thesis aims to provide a new learning mechanism to game agents so they are capable of adapting to new behaviours based on the actions of other agents. The new on-line RL algorithm, ALeRT-AM, which includes an agent-modeling mechanism, is applied in a series of combat experiments in Neverwinter Nights and integrated into ScriptEase to produce adaptive behaviour patterns for NPCs.
306

Méthodes multigrilles pour les jeux stochastiques à deux joueurs et somme nulle, en horizon infini

Detournay, Sylvie 25 September 2012 (has links) (PDF)
Dans cette thèse, nous proposons des algorithmes et présentons des résultats numériques pour la résolution de jeux répétés stochastiques, à deux joueurs et somme nulle dont l'espace d'état est de grande taille. En particulier, nous considérons la classe de jeux en information complète et en horizon infini. Dans cette classe, nous distinguons d'une part le cas des jeux avec gain actualisé et d'autre part le cas des jeux avec gain moyen. Nos algorithmes, implémentés en C, sont principalement basés sur des algorithmes de type itérations sur les politiques et des méthodes multigrilles. Ces algorithmes sont appliqués soit à des équations de la programmation dynamique provenant de problèmes de jeux à deux joueurs à espace d'états fini, soit à des discrétisations d'équations de type Isaacs associées à des jeux stochastiques différentiels. Dans la première partie de cette thèse, nous proposons un algorithme qui combine l'algorithme des itérations sur les politiques pour les jeux avec gain actualisé à des méthodes de multigrilles algébriques utilisées pour la résolution des systèmes linéaires. Nous présentons des résultats numériques pour des équations d'Isaacs et des inéquations variationnelles. Nous présentons également un algorithme d'itérations sur les politiques avec raffinement de grilles dans le style de la méthode FMG. Des exemples sur des inéquations variationnelles montrent que cet algorithme améliore de façon non négligeable le temps de résolution de ces inéquations. Pour le cas des jeux avec gain moyen, nous proposons un algorithme d'itération sur les politiques pour les jeux à deux joueurs avec espaces d'états et d'actions finis, dans le cas général multichaine (c'est-à-dire sans hypothèse d'irréductibilité sur les chaînes de Markov associées aux stratégies des deux joueurs). Cet algorithme utilise une idée développée dans Cochet-Terrasson et Gaubert (2006). Cet algorithme est basé sur la notion de projecteur spectral non-linéaire d'opérateurs de la programmation dynamique de jeux à un joueur (lequel est monotone et convexe). Nous montrons que la suite des valeurs et valeurs relatives satisfont une propriété de monotonie lexicographique qui implique que l'algorithme termine en temps fini. Nous présentons des résultats numériques pour des jeux discrets provenant d'une variante des jeux de Richman et sur des problèmes de jeux de poursuite. Finalement, nous présentons de nouveaux algorithmes de multigrilles algébriques pour la résolution de systèmes linéaires singuliers particuliers. Ceux-ci apparaissent, par exemple, dans l'algorithme d'itérations sur les politiques pour les jeux stochastiques à deux joueurs et somme nulle avec gain moyen, décrit ci-dessus. Nous introduisons également une nouvelle méthode pour la recherche de mesures invariantes de chaînes de Markov irréductibles basée sur une approche de contrôle stochastique. Nous présentons un algorithme qui combine les itérations sur les politiques d'Howard et des itérations de multigrilles algébriques pour les systèmes linéaires singuliers.
307

A comparative study of Claude Debussy's piano music scores and his own piano playing of selections from his Welte-Mignon piano roll recordings of 1912

Lee, Kyung-Ae 23 March 2011 (has links)
Not available / text
308

Between play and design : the emergence of hybrid-identity in single-player videogames

Boudreau, Kelly 04 1900 (has links)
Résumé Cette thèse examine la nature complexe de l'identité dans les jeux vidéo solo. Elle introduit la notion d'identité-hybride, et propose un cadre analytique pour déconstruire la jouabilité à travers les genres afin de distinguer des moments d’émergence d’identité. Alors que la recherche sur l’identité se concentre couramment sur le joueur ou le personnage-joueur (ou les deux), la notion d'identité-hybride est une forme d’identité fluide, parfois éphémère, qui existe entre le joueur et le personnage-joueur. L’identité-hybride se développe au cours du processus de jeu et inclut nécessairement le joueur (expérience, contexte de jeu, etc. ), l’environnement du jeu (le design, les mécaniques, etc.), et la médiation technologique (ordinateur, console, etc.) qui facilite la jouabilité. Afin de cerner les différents aspects du gameplay qui contribuent a l'émergence de différents types d'identité, un cadre multiforme a été conçu pour isoler les interactions spécifiques? qui comprennent les interactions joueur/personnage-joueur, personnage-joueur/personnage non-joueur, joueur/environnement du jeu, personnage-joueur /environnement de jeux, et joueur/joueur. Il a été associé à un cadre secondaire qui comprend l'examen des spécificités du joueur individuel et la médiation technologique qui facilitent le jouabilité. Une analyse systématique d’expériences de jeu et des éléments de design de trois jeux différents; Mirror’s Edge (DICE, 2008), Alone in the Dark (Eden Games, 2008), et Fable 2 (Lionhead Studios, 2008), a été réalisée pour illustrer les différents degrés d’apparition d'identité dans différentes structures de jeu. En comparant les trois analyses, l'utilité de ce cadre pour mettre de l’avant les éléments qui contribuent au (ou peuvent entraver) le développement de l'identité et, plus spécifiquement, l'apparition de l'identité-hybride, est démontrée. Ces trois exemples jettent les bases d'une discussion plus profonde sur la définition, le contexte, et le processus d’identité-hybride dans les jeux vidéo en général. / Abstract This dissertation examines the complex nature of identity in single-player videogames. It introduces the concept of hybrid-identity and proposes an analytical framework to deconstruct gameplay across genres to distinguish moments of identity emergence. While identity research commonly focuses on the player or the player-character (or both), the concept of hybrid-identity is a fluid, at times fleeting form of identity that exists between the player and the player-character. Hybrid-identity develops during the networked process of videogame play and necessarily includes the player (experience, play-context, etc.), the game environment (design, mechanics, etc.), and the mediating technology (computer, console, etc.) that facilitates gameplay. In order to delineate the different aspects of gameplay that contribute to the emergence of different types of identity, a multifaceted framework was devised to isolate specific interactions between the player/player-character, player-character/non-playing character, player/game environment, player-character/game environment, and player/player. This framework was coupled with a secondary frame which includes examining the specificities of the individual player and the mediating technologies that facilitate gameplay. A systematic analysis of gameplay and design elements of three different games; Mirror’s Edge (DICE, 2008), Alone in the Dark (Eden Games, 2008), and Fable 2 (Lionhead Studios, 2008) was performed to illustrate the varying degrees of identity emergence in different game structures. The utility of the framework is demonstrated by comparing the three gameplay analyses and highlighting the elements that contribute to (and possibly hinder) identity development and more specifically, the emergence of hybrid-identity. These three examples form the foundation for a more in-depth discussion on the definition, context, and process of hybrid-identity in videogame play. / Pour respecter les droits auteur, la version electronique de cette thèse a été dépouillée de ses documents visuels et audio-visuels. La version intégrale de la thèse a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.
309

Applying Agent Modeling to Behaviour Patterns of Characters in Story-Based Games

Zhao, Richard Unknown Date
No description available.
310

DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES

2014 June 1900 (has links)
People generally want to engage in a healthy lifestyle, to live in harmony with the environment, to contribute to social causes, and to avoid behaviours that are harmful for themselves and others. However, people often find it difficult to motivate themselves to engage in these beneficial behaviours. Even adopting a healthy lifestyle, such as healthy eating, physical activity, or smoking cessation, is hard despite being aware of the benefits. The increasing adoption and integration of technologies into our daily lives present unique opportunities to assist individuals to adopt healthy behaviours using technology. As a result, research on how to use technology to motivate health behaviour change has attracted the attention of both researchers and health practitioners. Technology designed for the purpose of bringing about desirable behaviour and attitude changes is referred to as Persuasive Technology (PT). Over the past decade, several PTs have been developed to motivate healthy behaviour, including helping people with addictive behaviour such as substance abuse, assisting individuals to achieve personal wellness, helping people manage diseases, and engaging people in preventive behaviours. Most of these PTs take a one-size-fits-all design approach. However, people differ in their motivation and beliefs about health and what constitutes a healthy life. A technology that motivates one type of person to change her behaviour may actually deter behaviour change for another type of person. As a result, existing PTs that are based on the one-size-fits-all approach may not be effective for promoting healthy behaviour change for most people. Because of the motivational pull that games offer, many PTs deliver their intervention in the form of games. This type of game-based PTs are referred to as persuasive games. Considering the increasing interest in delivering PT as a game, this dissertation uses persuasive games as a case study to illustrate the danger of applying the one-size-fits-all approach, the value and importance of tailoring PT, and to propose an approach for tailoring PTs to increase their efficacy. To address the problem that most existing PTs employ the one-size-fits-all design approach, I developed the Model-driven Persuasive Technology (MPT) design approach for tailoring PTs to various user types. The MPT is based on studying and modelling user’s behaviour with respect to their motivations. I developed the MPT approach in two preliminary studies (N = 221, N = 554) that model the determinants of healthy eating for people from different cultures, of different ages, and of both genders. I then applied the MPT approach in two large-scale studies to develop models for tailoring persuasive games to various gamer types. In the first study (N = 642), I examine eating behaviours and associated determinants, using the Health Belief Model. Using data from the study, I modelled the determinants of healthy eating behaviour for various gamer types. In the second study (N = 1108), I examined the persuasiveness of PT design strategies and developed models for tailoring the strategies to various gamer types. Behavioural determinants and PT design strategies are the two fundamental building blocks that drive PT interventions. The models revealed that some strategies were more effective for particular gamer types, thus, providing guidelines for tailoring persuasive games to various gamer types. To show the feasibility of the MPT design approach, I applied the model to design and develop two versions of a Model-driven Persuasive Game (MPG) targeting two distinct gamer types. To demonstrate the importance of tailoring persuasive games using the MPG approach, I conducted a large-scale evaluation (N = 802) of the two versions of the game and compared the efficacy of the tailored, contra-tailored, and the one-size-fits-all persuasive games condition with respect to their ability to promote positive changes in attitude, self-efficacy, and intention. To also demonstrate that the tailored MPG games inspire better play experience than the one-size-fits-all and the contra-tailored persuasive games, I measure the gamers’ perceived enjoyment and competence under the different game conditions. The results of the evaluation showed that while PTs can be effective for promoting healthy behaviour in terms of attitude, self-efficacy, and intention, the effectiveness of persuasion depends on using the right choice of persuasive strategy for each gamer type. The results showed that one size does not fit all and answered my overarching research question of whether there is a value in tailoring PT to an individual or group. The answer is that persuasive health interventions are more effective if they are tailored to the user types under consideration and that not tailoring PTs could be detrimental to behaviour change.

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