• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 404
  • 124
  • 56
  • 51
  • 43
  • 25
  • 15
  • 15
  • 13
  • 11
  • 8
  • 8
  • 7
  • 7
  • 7
  • Tagged with
  • 920
  • 189
  • 173
  • 160
  • 101
  • 93
  • 85
  • 85
  • 80
  • 72
  • 68
  • 65
  • 62
  • 61
  • 60
  • 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.
741

Aprendizado por esforço aplicado ao combate em jogos eletrônicos de estratégia em tempo real

Botelho Neto, Gutenberg Pessoa 28 March 2014 (has links)
Made available in DSpace on 2015-05-14T12:36:51Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 4482656 bytes, checksum: 11b85e413d691749edd8d5be0d8f56d4 (MD5) Previous issue date: 2014-03-28 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Electronic games and, in particular, real-time strategy (RTS) games, are increasingly seen as viable and important fields for artificial intelligence research because of commonly held characteristics, like the presence of complex environments, usually dynamic and with multiple agents. In commercial RTS games, the computer behavior is mostly designed with simple ad hoc, static techniques that require manual definition of actions and leave the agent unable to adapt to the various situations it may find. This approach, besides being lengthy and error-prone, makes the game relatively predictable after some time, allowing the human player to eventually discover the strategy used by the computer and develop an optimal way of countering it. Using machine learning techniques like reinforcement learning is a way of trying to avoid this predictability, allowing the computer to evaluate the situations that occur during the games, learning with these situations and improving its behavior over time, being able to choose autonomously and dynamically the best action when needed. This work proposes a modeling for the use of SARSA, a reinforcement learning technique, applied to combat situations in RTS games, with the goal of allowing the computer to better perform in this fundamental area for achieving victory in an RTS game. Several tests were made with various game situations and the agent applying the proposed modeling, facing the game's default AI opponent, was able to improve its performance in all of them, developing knowledge about the best actions to choose for the various possible game states and using this knowledge in an efficient way to obtain better results in later games / Jogos eletrônicos e, em especial, jogos de estratégia em tempo real (RTS), são cada vez mais vistos como campos viáveis e importantes para pesquisas de inteligência artificial por possuírem características interessantes para a área, como a presença de ambientes complexos, muitas vezes dinâmicos e com múltiplos agentes. Nos jogos RTS comerciais, o comportamento do computador é geralmente definido a partir de técnicas ad hoc simples e estáticas, com a necessidade de definição manual de ações e a incapacidade de adaptação às situações encontradas. Esta abordagem, além de demorada e propícia a erros, faz com que o jogo se torne relativamente previsível após algum tempo, permitindo ao jogador eventualmente descobrir a estratégia utilizada pelo computador e desenvolver uma forma ótima de enfrentá-lo. Uma maneira de tentar combater esta previsibilidade consiste na utilização de técnicas de aprendizagem de máquina, mais especificamente do aprendizado por reforço, para permitir ao computador avaliar as situações ocorridas durante as partidas, aprendendo com estas situações e aprimorando seu conhecimento ao longo do tempo, sendo capaz de escolher de maneira autônoma e dinâmica a melhor ação quando necessário. Este trabalho propõe uma modelagem para a utilização de SARSA, uma técnica do aprendizado por reforço, aplicada a situações de combate em jogos RTS, com o objetivo de fazer com o que o computador possa se portar de maneira mais adequada nessa área, uma das mais fundamentais para a busca da vitória em um jogo RTS. Nos testes realizados em diversas situações de jogo, o agente aplicando a modelagem proposta, enfrentando o oponente padrão controlado pela IA do jogo, foi sempre capaz de melhorar seus resultados ao longo do tempo, obtendo conhecimento acerca das melhores ações a serem tomadas a cada momento decisório e aproveitando esse conhecimento nas suas partidas futuras
742

A influ?ncia da recompensa e da experi?ncia na discrimina??o visual simult?nea em sag?i comum (Callithrix jacchus)

Lima, Taulli Braga 27 September 2011 (has links)
Made available in DSpace on 2014-12-17T15:37:05Z (GMT). No. of bitstreams: 1 TaulliBL_DISSERT.pdf: 1150500 bytes, checksum: b3e29a8f79cd73bc29681007aa790d27 (MD5) Previous issue date: 2011-09-27 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior / The discrimination learning is assessed through instrumental tasks in which the individual is rewarded for choosing one item over another. Thus, in concurrent visual discrimination of objects the animal must learn that only one of the objects will be rewarded. The concurrent visual discrimination is relatively simple, and already been observed Callithrix jacchus is able to accomplish this task. As yet wasn't seen the influence of the qualitative aspects of the rewards, in the performance of concurrent visual discrimination of objects in nonhuman primates, and as in most tests are used isolated animals, the present study had two stages: at first we had as objective to analyze the influence of the caloric value of the reward on the performance in concurrent visual discrimination of objects in isolated animals; in the second, we had the intention analyze performance of C. jacchus in realization of discrimination task in different social contexts, as well as, analyze the influence of previous experience in task performance. In the first stage (Study 1), the animals were not able to discriminate foods that presented small caloric differences . This incapacity in discriminates the rewards was responsible by generating randomness in task of concurrent visual discrimination of objects. In the second stage (Study 2), observed that, independent of social context in which the task was presented, the performance both of the experienced animals as the inexperienced animals tended to randomness. In the first case, is likely that the pattern of responses of the experienced animals is a reflection of their own performance when they were observed in isolation. In the second case, in turn, the randomness was probably due to the small number of sessions. Although present a pattern of performance similar to inexperienced individuals, we verify that the experienced animals monopolize the food consumption when they were in the presence of inexperienced individuals. This was a consequence of the experienced animals have presented lower latency the approximation of apparatus and, consequently, obtain more food. In turn, the inexperienced animals, when were in the presence of experienced, had to adopt alternative strategies to obtain food. Thus, C. jacchus is able to use the previous information he had about the task of solving their own benefit. / A aprendizagem discriminat?ria ? analisada atrav?s de tarefas instrumentais nas quais o indiv?duo ? recompensado por escolher um item ao inv?s de outro. Desse modo, na discrimina??o visual simult?nea de objetos o animal deve aprender que somente um dos objetos ser? recompensado. A discrimina??o visual simult?nea ? relativamente simples, e j? foi observado que Callithrix jacchus ? capaz de realizar essa tarefa. Como ainda n?o foi verificada a influ?ncia dos aspectos qualitativos das recompensas no desempenho da discrimina??o visual simult?nea de objetos em primatas n?o-humanos, e como na maioria dos testes s?o utilizados animais isolados, o presente trabalho apresentou duas etapas: na primeira tivemos como objetivo analisar a influ?ncia do valor cal?rico da recompensa sobre o desempenho na discrimina??o visual simult?nea de objetos em animais isolados; na segunda, tivemos o intuito analisar o desempenho de C. jacchus na realiza??o da tarefa discriminat?ria em diferentes contextos sociais, assim como, analisar a influ?ncia da experi?ncia anterior no desempenho da tarefa. Na primeira etapa (Estudo 1), os animais n?o foram capazes de discriminar os alimentos que apresentavam pequenas diferen?as cal?ricas. Essa incapacidade em discriminar as recompensas foi respons?vel por gerar aleatoriedade na tarefa de discrimina??o visual simult?nea de objetos. Na segunda etapa (Estudo 2), observamos que, independente do contexto social no qual a tarefa foi apresentada, o desempenho tanto dos animais experientes quanto dos animais inexperientes tendeu a aleatoriedade. No primeiro caso, ? prov?vel que o padr?o de respostas dos animais experientes seja um reflexo do seu pr?prio desempenho quando foram observados isoladamente. No segundo caso, por sua vez, a aleatoriedade foi devida provavelmente ao pequeno n?mero de sess?es. Apesar de apresentar padr?o de desempenho semelhante aos indiv?duos inexperientes, n?s verificamos que os animais experientes monopolizaram o consumo do alimento quando estavam na presen?a de indiv?duos inexperientes. Isso foi uma consequ?ncia dos animais experientes terem apresentado menor lat?ncia de aproxima??o do aparato e, consequentemente, obterem mais alimento. Por sua vez, os animais inexperientes, quando estavam na presen?a de experientes, tiveram que adotar estrat?gias alternativas para obter o alimento. Desse modo, C. jacchus ? capaz de utilizar a informa??o anterior que tinha sobre a resolu??o da tarefa em benef?cio pr?prio.
743

Hipóxia-isquemia neonatal e o desenvolvimento de características relacionadas ao transtorno de déficit de atenção/hiperatividade em ratos wistar machos : análises comportamentais e dano tecidual cerebral

Miguel, Patrícia Maidana January 2014 (has links)
A hipóxia-isquemia (HI) encefálica neonatal pode gerar sequelas neurológicas permanentes nos indivíduos que sobrevivem a este evento precoce. Dentre estas sequelas, o diagnóstico de Transtorno de déficit de atenção e hiperatividade (TDAH) já foi relacionado em pesquisa clínica. Sabendo que não há consenso de um modelo adequado para o estudo do TDAH em pesquisa experimental, novas abordagens que contribuam para o desenvolvimento desse modelo são necessárias. Assim, o objetivo do presente estudo foi investigar se a HI neonatal contribui para o desenvolvimento das características comportamentais relacionadas ao TDAH na fase adulta em ratos e correlacionar os resultados comportamentais com o volume da lesão encefálica. Para isso, ratos Wistar machos foram divididos em dois grupos: hipóxia-isquemia (HI, n=12) e controle (CT, n=10). O procedimento de HI consistiu na combinação da oclusão da artéria carótida comum direita no 7º dia pós-natal com exposição a uma atmosfera hipóxica (8% O2 e 92% N2, durante 90 minutos). Durante a fase adulta, ao atingir dois meses de idade, os animais foram testados no teste attentional set-shifting (ASS) para avaliar flexibilidade comportamental atencional e no teste de tolerância ao atraso da recompensa, para avaliação da escolha impulsiva. Os resultados mostraram que os animais submetidos à HI apresentaram prejuízo na função executiva, avaliado no ASS, evidenciado por uma inflexibilidade comportamental quando a regra para a execução da tarefa era mudada (p ≤ ,05 para o número de tentativas para passar dos estágios de Reversão 2 e Reversão 3, assim como o número de erros nesses estágios, além do estágio de mudança extradimensional – Teste t não-pareado). No teste de tolerância ao atraso da recompensa, não foi observada uma maior impulsividade dos animais HI, tendo os dois grupos um comportamento similar neste teste. Além disso, as avaliações do volume encefálico pelo Método de Cavalieri demonstraram uma atrofia no grupo HI no hemisfério total, córtex cerebral, substância branca, hipocampo e estriado, principalmente no lado ipsilateral à lesão (p ≤ ,05, Teste t não-pareado). Considerando esses resultados, podemos inferir que a HI neonatal é um fator ambiental que pode contribuir para o desenvolvimento das características comportamentais observadas no TDAH, e que estas são associadas a uma atrofia encefálica geral. / Neonatal hypoxic-ischemic encephalopathy (HI) can cause permanent neurological sequelae in survivors of this early event. Among these sequelae, the diagnosis of attention deficit hyperactivity disorder (ADHD) has already been linked in clinical research. There is no consensus about an ideal ADHD model in experimental research, being necessary new approaches that contribute to the development of this model. Thus, the aim of this study was to investigate whether HI contributes to the development of characteristics related to ADHD in adult rats and correlate the behavioral results with brain damage volume. Male Wistar rats were divided into two groups: hypoxia-ischemia (HI, n=12) and control (CT, n=10). The HI procedure consist of a permanent occlusion of the right common carotid artery followed by a period of hypoxia (90 min; 8% O2 and 92% N2), at seventh postnatal day (PND). Two months later, animals were evaluated in attentional set-shifting test (ASS) for assessment of attentional flexibility and in the tolerance to delay of reward, for evaluation of impulsivity choice. Our results demonstrated that animals submitted to HI manifest impairments in executive function, evidenced by a behavioral inflexibility when the rule for the execution of the ASS task was changed (p ≤ ,05 for number of trials to reach the criterion in Reversion 2 and 3 stages, as well as in number of erros in these stages, in addition to the Extradimensional shift stage – Unpaired t test). In the tolerance to delay of reward, no greater impulsivity of HI animals was observed, with both groups demonstrating similar behavior in this task. Moreover, the assessments of brain volume by Cavalieri method demonstrated atrophy in HI group in total hemisphere, cerebral cortex, white matter, hippocampus and striatum, especially on the side ipsilateral to the lesion (p ≤ ,05 – Unpaired t test). Considering these results, we can infer that neonatal HI is an environmental factor that could contribute to the development of behavioral characteristics observed in ADHD which are associated to general brain atrophy.
744

Can Effort-reward Imbalance explain Differences in Burnout and Sickness Absence between Strata of Occupational Gender Composition? : A Prospective Cohort Study

Vitcheva, Tereza January 2018 (has links)
Aims: This study examined the prospective association between male-female ratio in occupations and levels of effort-reward imbalance, burnout and sickness absence. Specifically, we examined whether levels of effort-reward imbalance, burnout and sickness absence differed by strata of occupational gender composition, and whether effort-reward imbalance explained these differences. Methods: Data from two waves of the Swedish Longitudinal Occupational Survey of Health (SLOSH) was used, forming a sample of 9051 participants. Chi-square test and one-way ANOVA were used to estimate differences in variables between strata of occupational gender composition, and multiple logistic regression analyses were performed to analyse if effort-reward imbalance explained differences in outcomes between five strata of occupational gender composition. The analyses were stratified by gender and level of education. Results: Levels of effort-reward imbalance, burnout and sickness absence varied by strata of occupational gender composition. Effort-reward imbalance was the most consistent predictor, while few significant associations were found between occupational gender composition and the outcomes. Effort-reward imbalance mediated some, but not all of the significant associations between occupational gender composition and the outcomes. Conclusions: There was no strong support for an association between occupational male-female ratio and burnout or sickness absence. Effort-reward imbalance was prospectively associated with all outcomes.
745

Avaliação da qualidade de vida relacionada à saúde: percepção sobre as condições de trabalho e de vida entre profissionais de enfermagem, de hospital universitário no município de São Paulo / Health-related quality of life: perception on living and working conditions among nursing professionals of an university hospital of São Paulo

Amanda Aparecida Silva 02 March 2009 (has links)
Introdução - O ambiente psicossocial do trabalho em enfermagem influencia diretamente a qualidade de vida dos trabalhadores desta área. Diferenças entre as categorias profissionais nesta profissão podem se traduzir em diferenças na percepção de saúde e de condições de trabalho. Objetivo - Avaliar as associações entre condições de trabalho e qualidade de vida relacionada à saúde (QVRS) de enfermeiros, técnicos e auxiliares de enfermagem. Métodos Foram coletados dados em um hospital universitário no município de São Paulo, de uma população de 696 enfermeiros, técnicos e auxiliares de enfermagem, população predominantemente feminina (87,8%) e que trabalhava em turnos diurno e noturno. Os dados coletados a partir de questionário correspondiam a informações sobre aspectos sóciodemográficos, condições de trabalho e de vida, hábitos de vida e sintomas de saúde referidos desta população. Foram também utilizados os questionários: Questionário Genérico de Avaliação de Qualidade de Vida (SF-36), Escala de Estresse no Trabalho e Desequilíbrio Esforço-Recompensa (ERI). Foram ajustados modelos de regressão logística ordinal de chances proporcionais para cada dimensão do SF-36. Resultados Aproximadamente 22% da população foi classificada como trabalhando em condições de alto desgaste e 8% em desequilíbrio desfavorável entre esforços e recompensa no trabalho. Vitalidade, dor e saúde mental foram as dimensões do SF-36 com pior avaliação. Os modelos de regressão múltipla 5 demonstraram: alto comprometimento associado a todas as dimensões do SF-36, e ERI desfavorável associado a todas as dimensões relacionadas à saúde mental. Alto desgaste no trabalho, ERI desfavorável, alto comprometimento e ser enfermeira associaram-se de maneira independente aos resultados desfavoráveis da dimensão de aspectos emocionais. Conclusões As dimensões relacionadas à saúde mental foram as que mais sofreram influência dos fatores psicossociais do trabalho. ERI desfavorável e alto comprometimento mostraram-se mais significativos à saúde desta população comparados com altas demandas e baixo controle. Os resultados indicam que a análise conjunta dos modelos de desequilíbrio esforço-recompensa e demandacontrole contribui para a discussão sobre os papéis profissionais, condições de trabalho e QVRS de profissionais de enfermagem. / Introduction- The psychosocial work environment influences the quality of life of nursing professionals. Differences among job titles may lead to distinct perceptions of working conditions and health status. Aim-To evaluate working and living conditions and quality of life associated with health (HRQL) among nursing professionals. Methods- Six hundred ninety six nursing professionals, registered nurses and nurse assistants, predominantly females (87.8%), working day or night shifts, participated in a study carried out in an university hospital of São Paulo, Brazil. Data collection took place during 2004-2005 and included a comprehensive questionnaire including sociodemographic characteristics, life styles, working and living conditions, and health outcomes. HRQL was evaluated using the short form questionnaire of quality of life (SF-36). Working conditions included the job stress scale, effort-reward imbalance (ERI), and other environmental and occupational stressors. Ordinal logistic regression of proportional ratios was used to evaluate each of SF-36 dimensions. Results- Imbalance of the effort-reward ratio and high work strain were mentioned by 7.8% and 22.1% of the participants, respectively. Vitality, pain and (poor) mental health were the SF-36 worse perceived outcomes. The multiple regression models showed: over commitment associated with all SF-36 dimensions, and unfavorable ERI associated with mental health dimensions. High 7 job strain, unfavorable ERI, over commitment, and being a registered nurse were independently associated with negative emotional outcomes. Conclusions- The dimensions associated with mental health were significantly influenced by psychosocial factors at work. Unfavorable ERI and over commitment were more significantly associated with health compared to high demands and low control. These results show the importance to jointly evaluate ERI and demand- control models to discuss professional roles, working conditions and HRQL of nursing professionals.
746

Evolution of reward functions for reinforcement learning applied to stealth games

Mendonça, Matheus Ribeiro Furtado de January 2016 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2017-05-31T11:40:17Z No. of bitstreams: 1 matheusribeirofurtadodemendonca.pdf: 1083096 bytes, checksum: bb42372f22411bc93823b92e7361a490 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2017-05-31T12:42:30Z (GMT) No. of bitstreams: 1 matheusribeirofurtadodemendonca.pdf: 1083096 bytes, checksum: bb42372f22411bc93823b92e7361a490 (MD5) / Made available in DSpace on 2017-05-31T12:42:30Z (GMT). No. of bitstreams: 1 matheusribeirofurtadodemendonca.pdf: 1083096 bytes, checksum: bb42372f22411bc93823b92e7361a490 (MD5) Previous issue date: 2016 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Muitos jogos modernos apresentam elementos que permitem que o jogador complete certos objetivos sem ser visto pelos inimigos. Isso culminou no surgimento de um novo gênero chamado de jogos furtivos, onde a furtividade é essencial. Embora elementos de furtividade sejam muito comuns em jogos modernos, este tema não tem sido estudado extensivamente. Este trabalho aborda três problemas distintos: (i) como utilizar uma abordagem por aprendizado de máquinas de forma a permitir que o agente furtivo aprenda como se comportar adequadamente em qualquer ambiente, (ii) criar um método eficiente para planejamento de caminhos furtivos que possa ser acoplado à nossa formulação por aprendizado de máquinas e (iii) como usar computação evolutiva de forma a definir certos parâmetros para nossa abordagem por aprendizado de máquinas. É utilizado aprendizado por reforço para aprender bons comportamentos que sejam capazes de atingir uma alta taxa de sucesso em testes aleatórios de um jogo furtivo. Também é proposto uma abor dagem evolucionária capaz de definir automaticamente uma boa função de reforço para a abordagem por aprendizado por reforço. / Many modern games present stealth elements that allow the player to accomplish a certain objective without being spotted by enemy patrols. This gave rise to a new genre called stealth games, where covertness plays a major role. Although quite popular in modern games, stealthy behaviors has not been extensively studied. In this work, we tackle three different problems: (i) how to use a machine learning approach in order to allow the stealthy agent to learn good behaviors for any environment, (ii) create an efficient stealthy path planning method that can be coupled with our machine learning formulation, and (iii) how to use evolutionary computing in order to define specific parameters for our machine learning approach without any prior knowledge of the problem. We use Reinforcement Learning in order to learn good covert behavior capable of achieving a high success rate in random trials of a stealth game. We also propose an evolutionary approach that is capable of automatically defining a good reward function for our reinforcement learning approach.
747

Punição, recompensa, persuasão e ajuda: estratégias regulatórias a partir do caso Nota Fiscal Paulista

Paschoal, Bruno Vinicius Luchi 16 October 2012 (has links)
Submitted by Bruno Paschoal (b.paschoal@gmail.com) on 2013-01-13T15:34:28Z No. of bitstreams: 1 Paschoal, Bruno - Punicao, recompensa, persuasao e ajuda.pdf: 2577464 bytes, checksum: 0947729e98c2fd5a5798a3085b61614c (MD5) / Approved for entry into archive by Eliene Soares da Silva (eliene.silva@fgv.br) on 2013-01-14T16:52:27Z (GMT) No. of bitstreams: 1 Paschoal, Bruno - Punicao, recompensa, persuasao e ajuda.pdf: 2577464 bytes, checksum: 0947729e98c2fd5a5798a3085b61614c (MD5) / Made available in DSpace on 2013-01-14T16:53:26Z (GMT). No. of bitstreams: 1 Paschoal, Bruno - Punicao, recompensa, persuasao e ajuda.pdf: 2577464 bytes, checksum: 0947729e98c2fd5a5798a3085b61614c (MD5) Previous issue date: 2012-10-16 / In 2007, the government of São Paulo created a public policy called the 'Programa de Estímulo à Cidadania Fiscal' (Fiscal Citizenship Enforcement Program), more commonly referred to as the 'Nota Fiscal Paulista' (São Paulo’s VAT Receipt Program) . The program is intended to encourage consumers to request purchase receipts from retailers so that these retailers issue the proper tax documentation when it is solicited. In order to achieve its goals, the program employs a complex system of compensatory and repressive sanctions -- among other strategies -- and involves various social actors, including taxpayers, consumers, and civil society organizations. Using the case study research method, this piece describes and analyzes the Nota Fiscal Paulista program for answers to three main questions: (i) How does Nota Fiscal Paulista work? (ii) How did it come to be?; (iii) What are the regulatory strategies employed to achieve its goals and in what way might those strategies be organized? Pulling together the data and arguments developed in each response to those questions, the work culminates in an empirical discussion of the way in which different types of regulatory strategies were used to construct a contemporary regulatory policy and draw attention to many of its main elements and concepts. / Em 2007, o governo de São Paulo criou uma política regulatória chamada 'Programa de Estímulo à Cidadania Fiscal' e apelidada de 'Nota Fiscal Paulista'. Este programa busca estimular os consumidores a solicitarem os documentos fiscais nas compras que realizaram no varejo e a fazer com que contribuintes varejistas emitam o devido documento fiscal quando solicitado. Para atingir seus objetivos, o programa usa um complexo sistema de sanções premiais e de sanções punitivas - dentre outras estratégias - e envolve diferentes atores sociais, como contribuintes, consumidores e organizações da sociedade civil. Utilizando o método do estudo de caso, o presente trabalho busca descrever e analisar o programa Nota Fiscal Paulista, respondendo três principais questões: (i) Como funciona o programa Nota Fiscal Paulista? (ii) Como o programa Nota Fiscal Paulista foi criado? (iii) Quais são as estratégias regulatórias que ele utiliza para atingir seus objetivos e como elas podem ser organizadas? Coletando informações e argumentos desenvolvidos em cada uma dessas respostas, o trabalho busca discutir empiricamente a maneira pela qual as diferentes estratégias regulatórias foram utilizadas para a criação de uma política regulatória contemporânea, bem como destacar alguns de seus principais elementos e conceitos.
748

Belöningens roll / Reward role

Östlund, Fabian, Garay Martinez, Vanessa January 2017 (has links)
The essay’s language is swedish.Our study is about motivation and dissatisfaction with employees and managers. The work ismore about what motivates people in the workplace and what makes them unhappy. Themotivation can be achieved through two types of rewards, monetary and non-monetaryrewards. Where monetary reward involves performance pay or a bonus and non-monetarymeans travel, equipment and other benefits. This is the most common form of reward systemwhose purpose is to create a high motivation to ensure the effectiveness of the business ororganization. The essay is based on Herzberg’s two-factor theory, which consists ofmotivation and hygiene factors. The problem that remains today is the companies are notready to raise the hygiene factors if they consider those that exist are already reasonable. Thismay mean that employees don’t feel motivated enough, which in turn leads to adissatisfaction at the workplace. Companies use reward system to recruit, motivate and retaincompetent employees to their organizations.In this paper, the question was: How the factors and rewards affect employees and managers,and which factors motivate and create displeasure at the workplace?Our purpose was to highlight the views of managers and employees what is important to themwhen it comes to motivation and hygiene factors and rewards. The aim is to have a betterinsight into the reward system’s functionality in the organization, how different rewards andfactors satisfy the employees.We have choser open unstructured interviews to work with because we want to create adeeper discussion about how important reward systems are for the respondents. Weinterviewed seven respondents, of which four are managers and three employees.In our study, we have come to the conclusion that managers and employees are satisfied withtheir monetary and non-monetary rewards and that they experience some dissatisfaction at theworkplace. The study also showed that factors like rarely getting feedback, bad workingconditions, work under pressure, bad relationships between colleagues and a lot ofresponsibility can in the future lead to employees getting tired of the job and that they canthen apply for work at new companies that have better reward systems. / Vår studie handlar om motivation och missnöje hos anställda samt chefer. Arbetet handlar merspecifikt om vad som motiverar människor på arbetsplatsen samt vad som gör dem missnöjda.Motivationen kan uppnås genom två typer av belöningar, monetära samt icke-monetärabelöningar. Där monetär belöning innebär prestationslön eller bonus och icke-monetär innebärresor, utrustning och andra förmåner. Detta är den vanligaste formen av belöningssystem varssyfte är att skapa en hög motivation för att säkra effektiviteten hos företagen ellerorganisationen. Uppsatsen utgår mycket från Herzbergs tvåfaktorteori, vilket består avmotivations- och hygienfaktorer. Problemet som kvarstår idag är företagen inte är redo atthöja hygienfaktorerna om de anser de som finns redan är rimliga. Detta kan medföra att deanställda inte känner sig tillräckligt motiverade vilket i sin tur leder till ett missnöje påarbetsplatsen. Företag använder sig av belöningssystem för att rekrytera, motivera och behållakompetenta medarbetare till sina organisationer.I arbetet var frågeställningen: Hur påverkar faktorerna och belöningar de anställda ochcheferna samt vilka faktorer är det som motiverar respektive skapar missnöje påarbetsplatsen?Vårt syfte var att lyfta fram chefers och anställdas synpunkter på vad som är viktigt för demnär dem när det gäller motivations- och hygienfaktorerna och belöningar. Syftet är att habättre inblick i belöningssystemets funktionalitet i organisationen, hur olika belöningar ochfaktorer tillfredsställer medarbetarna.Vi har valt att arbeta med öppna ostrukturerade intervjuer eftersom vi vill skapa en djuparediskussion kring hur viktiga belöningssystem är för respondenterna. Vi använde oss utav sjustycken respondenter varav fyra chefer och tre anställda.I vår studie har vi kommit fram till att chefer och anställda är nöjda med deras monetära ochicke-monetära belöningar och att de upplever lite missnöje på arbetsplatsen. Studien visadeockså att sällan få återkoppling, sämre arbetsförhållande, arbeta under tryck, dålig relationmellan kollegor och mycket ansvar kan i framtiden leda till att anställda tröttnar på jobbet ochatt de då kan söka sig till nya företag som har bättre belöningssystem.
749

Curiosity and motivation toward visual information

Lundgren, Erik January 2018 (has links)
Curiosity is thought to be an intrinsically motivated driving force for seeking information. Thus, the opportunity for an information gain (IG) should instil curiosity in humans and result in information gathering actions. To investigate if, and how, information acts as an intrinsic reward, a search task was set in a context of blurred background images which could be revealed by iterative clicking. The search task was designed such that it prevented efficient IG about the underlying images. Participants therefore had to trade between clicking regions with high search target probability or high expected image content information. Image content IG was established from “information-maps” based on participants exploration with the intention of understanding (1) the main theme of the image and (2) how interesting the image might appear to others. Note that IG is in this thesis not identical with the information theoretic concept of information gain, the quantities are however probably related. It was hypothesised that participants would be distracted by visually informative regions and that images independently rated as more interesting would yield higher image based IG. It was also hypothesised that image based IG would increase as a function of time. Results show that participants sometimes explored images driven by curiosity, and that there was considerable individual variation in which images participants were curious about. Independent interest ratings did not account for image based IG. The level of IG increased over trials, interestingly without affecting participants’ performance on the visual search task designed to prevent IG. Results support that IG is rewarding as participants learned to optimize IG over trials without compromising performance on the extrinsically motivated search; managing to both keep the cake and eat it.
750

The Pursuit of Motivating Employees : The connection between employee turnover and reward packages in the hotel – and insurance industry

Parttimaa, Jenny, Bäckström, Mathilda January 2018 (has links)
Motivating employees is one of the management top priorities nowadays. Motivated employees are less likely to leave the company, which leads to lower turnover rate which in turn can lead to lower costs for the company. The purpose of this study is to illustrate how organizations can increase employees’ motivation and lower employee turnover by using reward packages.

Page generated in 0.1695 seconds