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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.
31

Symbols as God's self-communication in Roman Catholic liturgical worship

Slaters, Christopher Michael 30 November 2003 (has links)
Practical Theology / (M.Th Practical Theology))
32

Online Together : A Sociological Study of the Concept of Togetherness and the Contemporary Conditions for Social Interaction

Eriksson, Lovisa January 2016 (has links)
The recent advances in digital communication technologies have altered the way in which people socialize on a day-to-day basis. A question that has arisen in relation to this is what being somewhere together actually means at a time when our interactions are no longer confined to shared physical places. The phenomenon of being somewhere together (also: togetherness) has previously been studied within the fields of social presence theory (which focuses on digitally mediated ‘togetherness’ and primarily departs from a psychological perspective) and microsociology (which takes an arguably more interactional approach to the idea of being together but primarily focuses on face-to-face interaction). Therefore, what is missing is a conceptualization of togetherness that can account both for togetherness in contexts other than those mediated face- to-face and for the ways in which togetherness is potentially ‘created’ in social interaction. The purpose of this thesis is to address this shortcoming by examining the underlying problem of being together and the conceptualizations of being together in the two aforementioned discourses. For the theoretical analyses, the example of online chat conversation is used as the primary focus of study. The thesis comprises three main parts. In the first part, the question of why being together has become difficult to conceptualize since the introduction of electronic and digital communication technologies is explored. The second part of the thesis is a review of what being together stands for in social presence theory and microsociology, respectively. In the third part, the two reviewed understandings of being together are examined. Here, it is observed that social presence theory portrays being together as something that occurs in informational environments, while microsociology portrays it instead as something pertaining to framed (or specified) social situations. Thereafter follows a critical examination of being together in informational situations and being together in framed social situations in which the notions are analysed in relation to online chat. It is concluded that the second view of being together (as a framed activity) is more promising for the future study of togetherness in online chat environments, and potentially also for togetherness in digitally mediated environments more generally.
33

An Examination of Preferences for Social Presence in Online Courses with Regard to Personality Type

Rose, Daniel Merritt 08 1900 (has links)
The purpose of this research was to examine the connections between personality types as illustrated by the Myers Briggs Type Indicator and the desire for social presence components within a technology based learning environment. Participants in the study were undergraduate and graduate students enrolled in an educational technology program at a public university in the State of Texas. The study employed a mixed-method qualitative approach that utilized a paired comparison evaluation, a personality assessment, and semi-structured interviews. Results showed that the components of organization and feedback were thought to best foster social presence in technology based learning environments and that there was no real difference between the personality types of introverts versus extroverts and judgers versus perceivers.
34

Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions

Narayanan, Siddharth 15 February 2018 (has links)
The research presented in this thesis concerns the contribution of virtual human (or avatar) fidelity to social interaction in virtual environments (VEs) and how sensory fusion can improve these interactions. VEs present new possibilities for mediated communication by placing people in a shared 3D context. However, there are technical constraints in creating photo realistic and behaviorally realistic avatars capable of mimicking a person's actions or intentions in real time. At the same time, previous research findings indicate that virtual humans can elicit social responses even with minimal cues, suggesting that full realism may not be essential for effective social interaction. This research explores the impact of avatar behavioral realism on people's experience of interacting with virtual humans by varying the interaction fidelity. This is accomplished through the creation of Cinemacraft, a technology-mediated immersive platform for collaborative human-computer interaction in a virtual 3D world and the incorporation of sensory fusion to improve the fidelity of interactions and realtime collaboration. It investigates interaction techniques within the context of a multiplayer sandbox voxel game engine and proposes how interaction qualities of the shared virtual 3D space can be used to further involve a user as well as simultaneously offer a stimulating experience. The primary hypothesis of the study is that embodied interactions result in a higher degree of presence and co-presence, and that sensory fusion can improve the quality of presence and co-presence. The argument is developed through research justification, followed by a user-study to demonstrate the qualitative results and quantitative metrics.This research comprises of an experiment involving 24 participants. Experiment tasks focus on distinct but interrelated questions as higher levels of interaction fidelity are introduced.The outcome of this research is the generation of an interactive and accessible sensory fusion platform capable of delivering compelling live collaborative performances and empathetic musical storytelling that uses low fidelity avatars to successfully sidestep the 'uncanny valley'. This research contributes to the field of immersive collaborative interaction by making transparent the methodology, instruments and code. Further, it is presented in non-technical terminology making it accessible for developers aspiring to use interactive 3D media to pro-mote further experimentation and conceptual discussions, as well as team members with less technological expertise. / Master of Science
35

Reducing head mounted display VR sickness through dynamic field of view constriction

Yaqub, Hashim January 2018 (has links)
Although virtual reality (VR) head-mounted displays (HMD) have been in use since the mid-1960s, the surge in public awareness and access to VR had spurred an increased interest in all industries to investigate the potential of VR as an interaction modality associated with high subjective presence. Many challenges need to be addressed through the disciplined application of research methods, especially combating VR sickness, if this potential is to be realised. This Engineering Doctorate thesis reports a series of investigations within the context of real-world development with a partner company (BMT Defence Service, a naval engineering consultant). The primary interest of the thesis is in the potential of VR for developing cases and uses for this technology in training. The target modality of training was a portable set-up, i.e. sitting down with a laptop, HMD and a game controller. This set up would prove beneficial for providing axillary training to personnel who are not always able to receive regular on-board training. It would also prepare people for situations which are difficult to simulate in real-world conditions. Example cases included familiarisation, line of sight tests, hazard recognition and evacuation procedures. An initial study of VR HMD experience in training scenario highlighted VR sickness as a key limiting factor for usability thus focusing the research on identifying and reducing the factors which induce VR sickness. Prior research suggest that static field of view restrictions could help but only at the cost of loss of presence. There were no reported studies of the effects of restricting the field of view dynamically thus this thesis presents two investigations of dynamic Field of View (FOV) constriction triggered by movement in a virtual space. It was hypothesised that a reduction in FOV reduced the induction of VR sickness. The problem with doing so however was that it may negatively influence presence as the change in FOV could distract the user. This thesis reports the development of a method for adjusting FOV to reduce simulator VR without loss of presence. Two dynamic FOV constriction studies are reported. The first failed to demonstrate a clear effect but subjective user reports suggested methodological and experiential issues in its design. Meanwhile, research into a similar method was published at the 3DUI Symposium at IEEE VR 2016. Fernandes \& Feiner (2016) \cite{DynamicFOV_Feiner16}, who demonstrated that dynamic FOV constriction can reduce VR sickness without compromising presence. However, their work used interaction scenarios with normal walking in an unchallenging virtual environment. Users were not subject to the types of motion which literature suggests are most likely to induce sickness. Consequently, the second DFOV constriction study tested VR sickness reduction in more discomforting situations via involuntary movements and animations on the virtual character and camera. Many of these animations and movements are typical in first-person applications and yet are absent from VR applications. These include for example head-bobbing, falling animations, stumbling, and forward rolls. The aim was to test whether DFOV constriction could allow VR developers to include such facets in future development. It showed that extreme movements still generate VR sickness, despite the use of DFOV constriction, but subjective reports suggest some users appear to benefit. Further research is recommended on introducing user control to the extent of DFOV manipulation. The thesis concludes with an evaluation of the state-of-the-art in DFOV constriction as a general approach to immersive VR interactions, including how the human vestibular system may limit DFOV effectiveness as a means of controlling VR sickness.
36

First-person participation in Dante's 'Commedia'

Powlesland, Katherine Lucy January 2018 (has links)
This thesis sets out a case for a mode of reading I term first-person participation in relation to Dante’s 'Commedia', a narrative poem I propose to function as an exceptionally participatory text. That Dante’s poem invites active engagement on the part of its readers is widely accepted in scholarship. My objective is to extend this debate by identifying certain of Dante’s innovations in relation to the mechanisms of narrative transmission through which such active engagement is invited. In so doing, I seek to establish that these mechanisms together constitute a narratological strategy of invitations to the reader to engage with the poem, intermittently and electively, in a mode of first-person participation, mentally simulating on her own account the journey to the desire for the divine. My research transfers and adapts for textual literary theory new notions of embodied simulation from cognitive neuroscience and emerging ideas in videogame critical theory relating to the mechanics of player presence and the function of the avatar, suggesting and evidencing parallels with the deeply personal and embodied modes of interaction with devotional texts associated with medieval practices of affective piety. I identify in the 'Commedia' a comprehensive and systematic programme of invitations to participate facilitating three types of presence in the responsive reader, and underpinning the invitation to first-person participation. Spatial presence (the perceptual illusion of ‘being there’) is invited through a multi-layered strategy I describe as narration through situated body states. Social presence (the illusion of being physically in relation with others) is invited by narration through kinaesthetic empathy. Self-presence (the experience that ‘something is happening to me’) is constituted, I suggest, through a combination of five mechanisms: a model of narrating instances that identifies the existence of four “faces” of the Dantean ‘io’; a strategy I borrow from film theory of narration through mobile camera view; a new reading of the functioning of the direct addresses to the reader; a strategy of narrative training; and a comprehensive strategy of narration through the manifold gaps in the text.
37

Unseen dance : subtle interactions and their implications for the therapeutic relationship

Cameron, Rose Ann January 2015 (has links)
This thesis examines an aspect of embodied relationship that is recognised in colloquial figures of speech but is not theorised, nor even much acknowledged in the psychotherapeutic literature. It argues that when we experience subtle sensations of extending towards another person, as we might when our "heart goes out" to them, and of pulling away, as we might when we "draw back", this seemingly internal experience is snesed by the other. Using a phenomenological-hermeneutic methodology underpinning by Merleau-Ponty, van Manen and Todres, exercised were used to bring such experiences to the awareness of several cohorts of experienced and inexperienced therapists attending a training course. Verbal and written accounts of what was felt during the exercised, and of similar experiences from more naturalistic settings, were collected along with the researchers' own accounts. These accounts are discussed within the framework of a Gadamerian Conversation with a view to making explicit the implication for Person-centred therapy with regard to practice, supervision and training. The conversation speaks of the the impact of these experiences upon whether or not clients perceive therapists as authentic, unconditionally accepting and empathic. Assumptions are uncovered and challenged and an alternative narrative emerges from a consideration of multiple contexts. The conversation also speaks of an unseen dance of closeness and distance that arises as each moves towards and away from the other. Conversation (and silence) is inevitably accompanied and impacted by this dance, which happens in the background of every interaction. The unseen dance impacts not only the relationship, but also each person's organismic state.
38

Sensor Behavior Modeling and Algorithm Design for Intelligent Presence Detection in Nursery Rooms using iBeacon

Li, Zhouchi 05 May 2016 (has links)
This thesis is a part of a research project performed by two MS students Yang Yang and the author. The overall objective of the project is the design, implementation, and performance evaluation of algorithms for newborn localization and tracking in hospitals using Apple iBeacon technology. In the research project, I lead the path-loss modeling of iBeacon, design of algorithms for in-room presence detection system, and analysis of the accelerometer sensor. My partner, Yang Yang, leads the performance evaluation of the localization system using Cramer Rao Lower Bound (CRLB). This manuscript describes the project with a focus on my contributions in modeling the behavior of sensors and presence detection algorithms. Today, RFID detection is the most popular indoor detection technique. It provides high precision detection rate to distinguish the number of people in certain rooms of a building. However, special scanners and manual operations are required. This increases the cost and operation complexity. With the recent introduction of iBeacon by Apple, possibility of more efficient in-room presence detection has emerged for specific applications. An example of these applicatons is recording the number of visitors and newborns in a nursery room inside a hospital. The iBeacon uses Bluetooth Low Energy (BLE) technology for proximity broadcasting. Additionally, iBeacon carries a motion detection sensor, which can be utilized for counting the number of people and newborns entering and leaving a room. In this thesis we introduce a novel intelligent in-room presence detection system using iBeacon for the newborns in hospitals to determine the number of visitors and newborns' location in the nursery room. We first develop a software application on iPhone to receive and extract the necessary data from iBeacon for further analysis. We build the path-loss model for the iBeacon based on the received signal strength (RSS) of the iBeacon, which is used for performance evaluation using CRLB in Yang Yang's project. We also utilize the accelerometer in the smart phones to improve the performance of our detection system.
39

Les paradoxes de la présence dans les environnements immersifs : de la réalité à la réalité virtuelle / The paradoxes of presence in immersive environments : from reality to virtual reality

Nannipieri, Olivier 06 December 2013 (has links)
Si « la réalité virtuelle ne fait que généraliser ce principe qui consiste à offrir un produit privé de sa substance, privé de son noyau de réel, de résistance matérielle : tel le café décaféiné qui a le goût et l'odeur du café sans en être vraiment, la réalité virtuelle est une réalité qui ne l'est pas vraiment. » comme l'écrit Slavoj Zizek (2002, p. 31), comment expliquer la présence ?La question de la présence entendue comme la sensation d'être dans un environnement qui n'est pas l'environnement réel ne peut être abordée qu'à condition de prendre conscience des présupposés qu'elle comporte même si ces présupposés semblent paradoxaux. Par conséquent, il s'agit, dans un premier temps, d’analyser une série d'immersions menées au Centre de Réalité Virtuelle de la Méditerranée (Crvm). C'est sur la base des résultats de l'étude menée au Crvm en recourant à des entretiens en profondeur que, dans un deuxième temps, une étude empirique utilisant un recueil de données parquestionnaire, sera proposée afin d'examiner les relations entre les dimensions de la présence. Pour le dire clairement, la problématique de ce travail prend pour origine une question qui n'a pas été, selon nous, suffisamment examinée : qu’est-ce que la présence dans un environnement immersif ? Les paradoxes de la présence dans les environnements immersifssont-ils d’authentiques paradoxes où ne sont-ils pas seulement les conséquences de présupposés insuffisamment interrogés ? Le cas échéant, la présence dans les environnements immersifs est-elle encore paradoxale ? Et si, malgré tout, elle le demeure, quelle est la nature des paradoxes qui la caractérisent ? Et, en dépit de l'apparente solitude du sujet en immersion, la présence dans les environnements immersifs ne révèle-t-elle pas l'essence communicationnelle de l'homme ? / The question of the presence -i.e. the feeling of being in an environment which is not the real environment - can be understood only if we are aware of presence presuppositions, even if these presuppositions seems to be paradoxical. Consequently, on the one hand, we have analyzed immersive experiences at the Centre de Réalité virtuelle de la Méditerranée (Crvm). On the second hand, an empirical study, using a data collection by questionnaire, has been achieved in order to examine the relations between the dimensions of the presence.The problem of the presence in immersive environments takes for origin a question which was not enough examined. The question is the following : are the paradoxes of the presence in immersive environments authentic paradoxes? In spite of the loneliness of the subject experiencing immersion, is the presence in the immersive environments able to reveal that the essence of human being is communication?
40

The Allegorical Fold. Evoking physical and psychological presence and absence in the painting of folded fabric.

Fraser, Terrie A., tfra5205@bigpod.net.au January 2008 (has links)
In this project notions of presence and absence will be explored through a study of 'the fold'. I will closely examine a number of paintings that depict folded drapery or cloth and from this examination I will select examples that evoke a response in me to these fundamental states of being, My objective is to produce a body of paintings that explore the structure of the fold and its expression through light, shadow and darkness to develop a range of images that metaphorically represent these phenomena and the possibility of a relational field between the two. This examination will re-present, reinterpret, fragment and transform the selected images using the materials of oil painting and drawing to visualize my response to the changing perceptions of this phenomenon. This investigation is informed by philosophical and psychoanalytical writings that explore the phenomenology of states of presence and absence. In part, these states are suggested by other terminologies, for example, form and space or volume and void. The project draws on the work of writers who have examined and changed perceptions of this phenomenon, particularly where they attribute the structure of absence to contribute to an understanding of subjectivity, question the favouring of presence in Western thought and explore the relationship between the two.

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