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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.
261

Relationships Between Self-Rated Health at Three Time Points: Past, Present, Future

Hinz, Andreas, Friedrich, Michael, Luck, Tobias, Riedel-Heller, Steffi G., Mehnert-Theuerkauf, Anja, Petrowski, Katja 05 April 2023 (has links)
Background: Multiple studies have shown that people who have experienced a serious health problem such as an injury tend to overrate the quality of health they had before that event. The main objective of this study was to test whether the phenomenon of respondents overrating their past health can also be observed in people from the general population. A second aim was to test whether habitual optimism is indeed focused on events in the future. Method: A representatively selected community sample from Leipzig, Germany (n = 2282, age range: 40–75 years) was examined. Respondents were asked to assess their current health, their past health (5 years before), and their expected future health (in 5 years) on a 0–100 scale. In addition, the study participants completed several questionnaires on specific aspects of physical and mental health. Results: Respondents of all age groups assessed their health as having been better in the past than it was at present. Moreover, they also assessed their earlier state of health more positively than people 5 years younger did their current state. Habitual optimism was associated with respondents having more positive expectations of how healthy they will be in 5 years time (r = 0.37), but the correlation with their assessments of their current health was nearly as high (r = 0.36). Conclusion: Highly positive scores of retrospectively assessed health among people who have experienced a health problem cannot totally be accounted for by a response to that health problem.
262

Fonts and their correlation to reading speed and information recall

Svanholm, Fredrik, von Schéele, Lucas January 2021 (has links)
Text can be written with various types of fonts, knowing how the fonts affect the reader is advantageous for developers and creators when choosing what font to use when creating consumable media. Researchers have suggested that the results of a font may be affected by the reader's familiarity with it [6]. In recent times, digital user interfaces have seen a shift from serif to sans-serif fonts [10]. Many young adults spend a lot of their time on digital devices, and it might be the case that they are more familiar with sans-serif fonts. This familiarity might yield a measurable effect on their reading speed and information recall when reading sans-serif fonts compared to serif fonts. This study aimed to answer the question: Does sans-serif fonts compared to serif fonts have an impact on reading speed and/or information recall for young adults? This study was conducted with 20 participants of ages between 18-30 years old. The participants read four texts, each text was presented with either Times New Roman, Arial, Verdana or Garamond on a computer screen. The time it took to read each text was measured and the participants were asked questions to test the recollection of what they just read. The result from this study showed no significance in the difference between the serif fonts compared to the sans-serif fonts for either reading speed or information recall. In this study no evidence was found that supports that serif or sans-serif fonts have an impact on- or correlates to reading speed or information recall. While these results did not show a significant difference there are other factors that could influence the results. The lack of significance from this study does not rule out that serifs can impact reading speed or recollection. / Text kan skrivas med olika typer av typsnitt, att veta hur dessa typsnitt påverkar läsaren är fördelaktigt för utvecklare och kreatörer när de väljer vilket typsnitt de skall använda när de skapar media. Forskare har påstått att resultatet från ett typsnitt möjligen kan påverkas av läsarens vana vid typsnittet [6]. På senare tid har digitala användargränssnitt skiftat från serif till sans-serif typsnitt [10]. Många unga vuxna spenderar mycket av sin tid framför digitala enheter och det kan därför vara så att de är mer vana vid sans-serif typsnitt. Denna vana kanske kan visa mätbara effekter på deras läshastighet och informationshågkomst jämfört med serif typsnitt. Denna studie hade med avsikt att svara på frågan: Har sans-serif typsnitt jämfört med serif typsnitt en påverkan på läshastighet och/eller informations återkallning för unga vuxna? Den här studien utfördes med 20 deltagare av åldrar mellan 18 och 30 år. Deltagarna läste fyra texter, varje text presenterades med antingen Times New Roman, Arial, Verdana, eller Garamond på en datorskärm. Tiden det tog att läsa varje text mättes och deltagarna ställdes frågor gällande vad de mindes om texten de just läst. Resultatet från denna studie visade ingen signifikans i skillnaden mellan serif typsnitten jämfört med sans-serif typsnitten, varken för läshastighet eller informationshågkomst. Denna studie hittade inget bevis som stödjer att serif eller san-serif typsnitt har en inverkan på- eller korrelerar med läshastighet eller informationshågkomst. Även om dessa resultat inte visade på någon signifikant skillnad finns det andra faktorer som kan ha påverkat resultaten. Bristen på signifikans i denna studie utesluter inte att serifer kan ha en påverkan på läshastighet eller informationshågkomst.
263

Effects of in-game advertising on brand awareness in virtual reality game interactions

Papadopoulos, Savvas January 2020 (has links)
Advertisers keep seeking new ways to target a wider audience while game developers are trying to monetize their game. This study investigates how Virtual Reality (VR) interactions influence user's sense of presence and brand awareness; specifically brand recall and brand recognition. A 2 (familiar/unfamiliar brands) x 2 (high/low game interactions) between subject design user study was created where 40 participants were recruited to participate in a self-made Virtual Reality game built in Unity. The game objective was to walk through a virtual city and locate the stadium while passing by billboards with static advertisements which the users were not informed about. The data have been collected through post and pre-experiment surveys in addition to two memory tests; brand recall and brand recognition. The results show that users that have the option to interact more with the VR environment can have a slight increase in their sense of presence as well as their recognition to both familiar and unfamiliar brands. Virtual reality in-game advertising can make advertisers unlock new audiences who can not target with traditional media while developers can unlock new revenue streams through entire gaming sessions without disrupting the user experience. / Marknadsförare letar ständigt efter nya vägar att nå ut till en bredare målgrupp samtidigt som spelutvecklare strävar efter att utveckla spel som genererar inkomster. Denna studie undersöker hur interaktioner i Virtual Reality (VR) påverkar användares känsla av närvaro och medvetenhet gällande varumärken; specifikt vad gäller varumärkesåterkallelse och varumärkesigenkänning. En 2 (kända/okända varumärken) x 2 (hög/låg spelinteraktion) mellan-ämnesdesign har använts i en användarstudie där 40 deltagare rekryterades till att delta i ett egentillverkat VR-spel skapat i Unity. Spelet gick ut på att gå genom en virtuell stad för att hitta Stadion och samtidigt passera skyltar med statisk reklam som användaren inte informerades om i förväg. Data har samlats in genom undersökningar före och efter experimentet och två minnestester har genomförts; varumärkesåterkallelse och varumärkesigenkänning. Resultaten visar att användare som har möjlighet att interagera i större utsträckning med VR-miljön kan ha en ökad känsla av närvaro och igenkänning av kända och okända varumärken. Genom att marknadsföra i VR in-game kan marknadsförare nå ut till nya målgrupper de inte når via vanlig media samtidigt som spelutvecklare kan skapa nya inkomstströmmar i spelsessioner utan att störa användarupplevelsen.
264

Individual Differences in Eyewitness Testimony

Cal, Noel A 01 January 2016 (has links)
Eyewitness testimony plays a crucial role in the justice system. Misidentification from eyewitnesses was reported in 70% of 300 DNA exonerations of wrongfully convicted individuals (Wixted et al., 2015). Similarly, many convicts can also be set free because of juror’s faulty eyewitness recall during examination. Previous research indicated that females are more reliable in recall than men. However, these findings were not extensively examined with regards to time delay prior to the trial. Thus, it is important to systematically examine the various factors that influence eyewitness testimony. The present study was designed to empirically examine the effects of gender, interview technique, and time interval on eyewitness recall. It was hypothesized that female participants would outscore male participants in both facial and detail recall. It was also hypothesized that the cognitive interview would yield more accurate details about the crime in comparison to the standard interview. It was hypothesized that recall for participants would decay as the time interval increased. One hundred and four participants were randomly selected from a southeastern university to participate in the study. Ages of the participants ranged from 18-40 and consisted of fifty-two males and fifty-two females. They were required to complete a series of questionnaires consisting of demographics, mood measure, personality test, and standard/cognitive interviews. The results showed a significant effect between gender, interview technique, and time interval on detail recall. In addition, there was a significant main effect for interview type. There was a significant effect of gender and time interval on facial recall. It was found that extraversion significantly predicted detail recall as did agreeableness and neuroticism. The present findings further extend previous research examining the most effective interviewing techniques for eyewitness recall. It also indicated that females can accurately recall faces after a time delay in comparison to men. Furthermore, these results also clearly indicate that gender and time interval play a significant role in facial recall. Finally, the findings have practical implications for the jury selection system. For example, attorneys and judges might be inclined to choose women over men for specific cases where eyewitness details may be crucial for conviction. In addition, they may also use facial shots in order to enhance eyewitness recall. Personality measures can assist detectives to determine if a suspect is suitable for an interview. If at all possible, administering personality test for jurors may help in determining certain personality types are more prone to error.
265

The Experiences of Master’s Students’ Participation in a Hispanic, Non-Pathological Role-Play: A Qualitative Study

Rapisarda, Clarrice Ann 23 November 2004 (has links)
No description available.
266

Planning and the Survival Processing Effect: An Examination of the Proximate Mechanisms

Colyn, Leisha A. 09 April 2014 (has links)
No description available.
267

Goose Butt, Grandma Glasses, And Other Ordinary Things

Naples, Jessica R. 17 October 2014 (has links)
No description available.
268

Knowledge Accessed and Used by Nursing Education Students During a High Fidelity Patient Simulator Experience

Durham, Jane K. January 2017 (has links)
No description available.
269

Three Essays on Information Transmission and Pooling in Common Value Decision Making

Lightle, John P. 24 June 2008 (has links)
No description available.
270

The accessibility of brand affect

Erevelles, Sunil January 1992 (has links)
No description available.

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