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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.
11

Learning computer systems in a distributed project course : The what, why, how and where

Berglund, Anders January 2005 (has links)
Senior university students taking an internationally distributed project course in computer systems find themselves in a complex learning situation. To understand how they experience computer systems and act in their learning situation, the what, the why, the how and the where of their learning have been studied from the students’ perspective. The what aspect concerns the students’ understanding of concepts within computer systems: network protocols. The why aspect concerns the students’ objectives to learn computer systems. The how aspect concerns how the students go about learning. The where aspect concerns the students’ experience of their learning environment. These metaphorical entities are then synthesised to form a whole. The emphasis on the students’ experience of their learning motivates a phenomenographic research approach as the core of a study that is extended with elements of activity theory. The methodological framework that is developed from these research approaches enables the researcher to retain focus on learning, and specifically the learning of computer systems, throughout. By applying the framework, the complexity in the learning is unpacked and conclusions are drawn on the students’ learning of computer systems. The results are structural, qualitative, and empirically derived from interview data. They depict the students’ experience of their learning of computer systems in their experienced learning situation and highlight factors that facilitate learning. The results comprise sets of qualitatively different categories that describe how the students relate to their learning in their experienced learning environment. The sets of categories, grouped after the four components (what, why, how and where), are synthesised to describe the whole of the students’ experience of learning computer systems. This study advances the discussion about learning computer systems and demonstrates how theoretically anchored research contributes to teaching and learning in the field. Its multi-faceted, multi-disciplinary character invites further debate, and thus, advances the field.
12

Remote activity guidance for the elderly utilizing light projection

Asghar, M. Z. (Muhammad Zeeshan) 23 October 2018 (has links)
Abstract Natural ageing brings with it many physical and cognitive impairments in the elderly, which challenges them in independently performing their daily activities. Many assistive technologies such as alarms, mobile phones, and video conferencing are available to support the elderly and their caregivers. However, these technologies require constant interaction and attention. Augmented Reality (AR) can be used to remotely guide the elderly in their daily tasks. From all known techniques, projection-based AR is suitable for the elderly because the digital information can be displayed on any real surface or any object without interaction or holding the devices. This doctoral thesis focuses on developing solutions to remotely guide the elderly in their daily activities through a caregiver. We adopted the design science methodology to iteratively design, implement and evaluate these solutions. Two constructs were developed for navigation activities utilizing laser projection and four constructs were built for cooking activities using fixed projection. We evaluated each construct in terms of feasibility and usability with actual elderly people, some of them have some form of memory problem. The results demonstrate how remote collaboration systems can be developed to guide the elderly in daily activities through a caregiver. The existing devices can be equipped with projection-based AR technology and elderly are willing to use it. The findings also suggest that augmented reality could help design systems for other daily activities such as shopping, or cleaning dishes, in order to improve the autonomy, quality of life, safety and well-being of the elderly. / Tiivistelmä Vanhusten ikääntyminen tuo mukanaan fyysistä ja kognitiivistä kunnon heikkenemistä, mikä haastaa heidän kykyään suoriutua päivittäisistä askareistaan. Apuvälineet, kuten erilaiset varolaitteet, puhelimet ja videoneuvotteluyhteydet, ovat vanhusten ja heidän avustajien käytettävissä. Nämä apuvälineet vaativat yhteydenpitoa ja huomiota. Lisättyä todellisuutta (AR-tekniikkaa) voidaan käyttää etäopastamaan vanhuksia päivittäisissä askareissa. Näistä tekniikoista erityisesti projektiopohjainen lisätty todellisuus soveltuu vanhuksille, koska opastustieto voidaan näyttää millä tahansa pinnalla tai esineellä vaatimatta vanhukselta toimenpiteitä ja käyttämättä laitteita. Tämä väitöskirja kohdentuu kehittämään ratkaisuja vanhusten päivittäisten tehtävien ohjaukseen etäällä olevan avustajan toimesta. Menetelmällisesti tämä tutkimus soveltaa suunnittelutiedettä, jossa ratkaisuja suunnitellaan, toteutetaan ja arvioidaan toistuvina iteraatiokierroksina. Työssä kehitettiin kaksi ratkaisua ulkotiloissa tapahtuvaan jalan liikkumisen opastukseen laser-valolla ja neljä ratkaisua sisätiloissa tapahtuvaan ruuanlaittoon kiinteästi keittiöön sijoitetuilla projektoreilla. Näiden ratkaisujen käyttökelpoisuus ja käytettävyys arviotiin käyttäjäryhmällä, joka koostui vanhuksista, joista osa kärsi muistin vajaatoiminnasta. Tulokset demonstroivat joidenkin kohteeksi valittujen toimintojen osalta, miten voidaan kehittää vanhusten päivittäisen toiminnan opastusjärjestelmiä, joissa on etäavustaja. Olemassa oleviin vanhusten käyttämiin käyttöesineisiin, laitteisiin ja tiloihin voidaan lisätä lisätyn todellisuuden valaistusvarustus. Tutkimustulokset antavat myös viitteitä lisätyn todellisuuden laajemmasta soveltuvuudesta muihinkin päivittäisiin toimintoihin, kuten ostoksilla käyntiin ja astioiden tiskaukseen, ja siten parantaa vanhusten itsenäistä selviytymistä, elämänlaatua, turvallisuutta ja hyvinvointia.
13

Exploring the Impact of Virtual Environments on the Creativity of Remote Designers During Brainstorming / Utforska påverkan av naturliga virtuella miljöer på kreativiteten hos fjärrdesigners under idégenerering

Thomas, Ritty January 2023 (has links)
The growing adoption of virtual reality (VR) technologies has sparked interest in exploring their impact on creativity and remote collaboration within design processes. This study investigates the influence of different virtual environments on creative outputs and collaborative dynamics among designers. Utilizing a mixed-methods approach, quantitative analysis examines fluency and originality in idea generation, while qualitative analysis delves into participants’ experiences and perceptions during VR-based brainstorming sessions. The results from the quantitative analysis, while not statistically significant, indicate higher mean values for fluency and originality in the forest environment compared to an office environment, aligning with prior research. The qualitative analysis reveals a thematic pattern of "Immersion and Creativity," suggesting that the forest environment’s calming and immersive nature enhances participants’ focus, engagement, and creativity. Notably, participants engage in playful interactions beyond conventional brainstorming, further emphasizing VR’s potential to augment collaborative processes. Challenges associated with technical aspects and discomfort from prolonged headset use are acknowledged. Overall, this study contributes to the understanding of how VR environments may positively impact creativity and remote collaboration in design contexts, while highlighting areas for improvement and further exploration. / Den ökande användningen av virtuell verklighet (VR) har väckt intresse för att utforska deras påverkan på kreativitet och samarbete inom designprocesser. Denna studie undersöker inflytandet av olika virtuella miljöer på kreativa resultat och samarbetsdynamik bland designers. Genom att använda en mixed-methods approach undersöker kvantitativ analys flöde och originalitet i idgenerering, medan kvalitativ analys går djupare in i deltagarnas upplevelser och uppfattningar under VR-baserade hjärnstormningssessioner. Resultaten från den kvantitativa analysen, även om de inte är statistiskt signifikanta, indikerar högre medelvärden för flöde och originalitet i skogsmiljön jämfört med en kontorsmiljö, vilket överensstämmer med tidigare forskning. Den kvalitativa analysen avslöjar ett tematiskt mönster av "Immersions och Kreativitet," vilket antyder att skogsmiljöns lugnande och immersiva karaktär förstärker deltagarnas fokus, engagemang och kreativitet. Intressant nog deltar deltagare i lekfulla interaktioner bortom konventionell hjärnstormning, vilket ytterligare betonar VR: s potential att förstärka samarbetsprocesser. Utmaningar som är förknippade med tekniska aspekter och obehag från långvarig användning av headset erkänns. Sammantaget bidrar denna studie till förståelsen av hur VR-miljöer kan påverka kreativitet och samarbete positivt inom designsammanhang, samtidigt som områden för förbättring och ytterligare utforskning lyfts fram.
14

EXPLORING STATE CHIEF INFORMATION OFFICERS INVOLVEMENT IN INFORMATION TECHNOLOGY STRATEGIC PLANNING FOR REMOTE COLLABORATION

Shawn Na (17889074) 06 February 2024 (has links)
<p dir="ltr">Historically, CIOs have struggled to realize IT investment values and planning involved. In the IT industry, these issues have become a critical C-level topic (Haffke, 2016). Since the establishment of the position of the State Chief Information Officer (CIO), CIO roles have expanded and evolved tremendously as new modern technologies became a part of organization’s information technology (IT) enterprise infrastructure. Multiple State CIOs struggled with modern IT technologies, but successfully completed projects to meet customer business needs and requirements and furthermore, IT investments involved an arduous effort to prepare, execute, complete, and assess for return on investment (ROI) and value realization (NASCIO, 2021). During the COVID-19 pandemic, implementation of remote collaboration technology allowed the workforce to perform at remote locations to prevent spread of the virus. Academic research on the topic of State CIO’s involvement in IT strategic planning is limited and yields scarce search results compared to other subject areas. State CIOs’ involvement in IT strategic planning was further researched for enabling remote collaboration for the new remote workforce. Scholarly databases and more than 100 various sources of articles were reviewed for search results that addressed the problem and purpose of this research.<b> </b>Grounded theory research, data triangulation, and Computer-Assisted Qualitative Data Analysis software (CAQDAS) were used to analyze the resulting articles. The research deliverables included a document analysis of State CIO involvement in IT strategic planning to enable remote collaboration. There were significant involvements of State CIOs in IT strategic planning to enable remote collaboration during the COVID-19 pandemic across the analyses. This study developed a course of actions (COAs) for State CIOs, and recommendations for future research.</p>

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