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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.
51

Decision Game: A Serious Gaming Approach to Understanding Household Flood Risk Mitigation Decision-Making

Gordon, Julien January 2018 (has links)
Household flood risk mitigation is an important component of Integrated Flood Risk Management. Voluntary household decisions about whether or not to structurally mitigate or insure can directly and indirectly influence vulnerability to the flooding of a community. Serious games can augment existing data collection methods in the flood risk context by operating in the space in between stated and revealed preference, through observing decisions as opposed to asking abstract hypothetical questions, while allowing for complete control over experimental conditions. We look to answer the question of which individual and contextual factors contribute to the decision to mitigate against floods. We gather household decision-making data using a serious game role-play experiment named the Decision Game. Participants spent about 20 minutes making decisions about where to live and how to distribute limited income, given geographical information, including flood risk, about the city. We use a generalized linear mixed modelling approach to analyze the data. Among other findings, we see that experiencing an in-game flood had a strong positive effect, compared to a much weaker effect of a participant having experienced a real-life flood; our key observation is that incentivizing flood risk mitigation should be done quickly following a flood event. We find that real-life low-income individuals were no less likely to implement in-game mitigation measures than their higher-income counterparts, suggesting that subsidies to address an income barrier may be an effective method of encouraging low-income household mitigation. We apply the model to a case study of Calgary, Alberta finding that the insurance market could maintain cross-subsidization after a flood, making insuring higher risk areas more feasible. Moreover, we find that Calgarian policymakers should be encouraged to limit subsidy coverage to high-risk areas to avoid inefficient use of funds in low-risk areas which were projected to have the clear majority of program uptake. / Thesis / Master of Science (MSc) / We develop a research tool to help understand what drives people to protect themselves against flooding. This tool is a computer-based role-playing game experiment in which people take on the role of a homeowner tasked with choosing where to live and how to distribute their income. We log the decisions that people make in the game and use statistical analysis to figure out which factors are important in driving the decisions to insure against floods and to invest in protective structural measures. We find that experiencing a flood in the game has the largest positive effect on these decisions. The results of the model are used to inform a case study where we investigate potential outcomes of policy decisions in Calgary, Alberta. The development of this research tool and the findings contributes to optimizing policies to improve flood risk management through household interventions.
52

Criação, desenvolvimento e aplicação de serious game educativo para prevenção em saúde bucal infantil - \'Caí, perdi um dente... E aí?\" / The conception, development and application of an educational serious game called - \"I Fell Down and Lost my Tooth, So?\"

Rodrigues, Mariana Hortolani 16 December 2014 (has links)
Jogos são uma ponte natural entre educação e diversão. Seu uso já provou ser eficaz em várias áreas do saber, pois fornece, junto da interatividade, novas formas de aplicação do conhecimento, através de desafios propostos ao usuário. Tal meio, amplamente utilizado na indústria do entretenimento, pode assumir papel social quando aplicado a áreas diversas, como a da saúde. Esta categoria de jogos, com propósitos específicos como treinamento, reabilitação e prevenção, denomina-se serious games. No entanto, os materiais disponíveis para a propagação de conceitos referentes à prevenção em saúde, destinados ao público infantil, ainda são escassos e com pouco nível de atratibilidade. Compostos geralmente por materiais impressos, são meios de difícil acesso a todas as camadas da população. No âmbito da Odontologia, tal área se mostra pouco explorada, oferecendo às crianças apenas orientações quanto à prevenção de doenças, importância da boa higiene bucal e das visitas regulares ao profissional dentista. Esta dissertação apresenta, portanto, a criação, desenvolvimento e aplicação de um serious games, chamado Caí, Perdi um Dente... E daí?, focado no assunto avulsão dentária de um dente permanente, situação comumente vivenciada por responsáveis, educadores e crianças em fase escolar, que necessita de procedimentos rápidos para que o dente perdido possa ser reimplantado, evitando a necessidade de próteses dentárias. A pesquisa se desenvolveu na aplicação e análise dos resultados referentes à comparação de tal material com outros, comumente utilizados (cartilha e desenho animado), mostrando a eficácia da interatividade, quando combinada à educação para a saúde. Este trabalho também ofereceu as prerrogativas para especificar os requisitos de projeto do design do jogo, observando as necessidades evidenciadas para identificar as funções que este deverá desempenhar. Visamos, com este estudo, estimular a pesquisa na área de educação e interatividade dirigidas à saúde, oferecendo novas ferramentas para o auxílio de profissionais e melhoria da qualidade de vida de toda a população. / Games are a natural bridge between education and entertainment. Its use has already proven efficient in many areas of knowledge, since it provides (along with interactivity) new forms to knowledge application, through issuing challenges to the user. These means, widely applied in entertainment industry, can play a social role when applied to other areas, such as healthcare. This category of games, with specific purposes such as training, rehabilitation and prevention, is generally classified into the category of serious games. However, the available materials for teaching concepts related to health prevention among children are still scarce and with currently low attractiveness. Composed usually of print material, they are means of difficult access to whole of the population. Since dentistry is a not well explored area by games, children are provided only with some guidance towards the prevention of diseases, the importance of good oral hygiene and regular appointments with the dentist. This dissertation thus presents the concept, the development and the application of a serious game called I Fell Down and Lost my Tooth, So?, focused on a permanent tooth avulsion, usually experienced by persons in charge, educators and children in learning stage, who need rapid procedures to promote tooth reimplantation, avoiding the need for dental prostheses. This work was developed with the application and analysis of results by comparision with other educational materials usually applied (as guidebook and animated cartoon), proving its higher efficiency in interactivity, combined with education towards healthcare. Also, prerogatives were offered to detail the game design requirements, to observing the needs to identify the functions it must perform. It was also aimed to stimulate further research concerning education and interactivity towards healthcare, providing new tools to aid professionals, as well as improvements in the overall life quality of all people.
53

Interactive and connected rehabilitation systems for e-health / La rééducation fonctionnelle à domicile

Tannous, Halim Elie 17 October 2018 (has links)
La rééducation fonctionnelle classique comprend des séances thérapeutiques, des exercices à domicile et des mouvements avec ou sans l'aide de thérapeutes. Cette approche classique souffre de nombreuses limitations, en raison de l’incapacité de l’expert à suivre les séances à domicile du patient et du manque de motivation du patient pour répéter les exercices sans retour. Les jeux sérieux ont été présentés comme une solution à ces problèmes. Premièrement, des exergames ont été développés à l’aide d’une méthodologie de codesign, où patients, experts et développeurs ont pris part aux procédures de conception. Le capteur Kinect a été utilisé pour capturer la cinématique en temps réel au cours de l’exercice. Ensuite, une fusion de données a été étudier entre le capteur Kinect et les unités de mesure inertielles, afin d’augmenter la précision de l’estimation de l’angle des articulations, à l’aide d’une approche système de systèmes. Le système a été évalué par des patients avec différentes pathologies au cours de multiples campagnes d'évaluation. Les résultats obtenus montrent que les jeux sérieux peuvent être une solution pour des pathologies spécifiques. En outre, les experts ont été convaincus de la pertinence clinique de ce dispositif et ont estimé que les données proposées étaient suffisantes pour évaluer la situation du patient. La mise en place de tels systèmes maximiserait l’efficacité du programme de réadaptation. D'autre part, ce système permettrait également de réduire les limitations actuellement présentes dans les programmes de rééducation classiques, permettant aux patients de visualiser leurs mouvements et aux experts de suivre l'exécution de l'exercice à domicile. / Conventional musculoskeletal rehabilitation consists of therapeutic sessions, home exercise assignment, and movement execution with or without the assistance of therapists. This classical approach suffers from many limitations, due to the expert’s inability to follow the patient’s home sessions, and the patient’s lack of motivation to repeat the same exercises without feedback. Serious games have been presented as a possible solution for these problems. This thesis was carried out in the eBioMed experimental platform of the Université de technologie de Compiège, and in the framework of the Labex MS2T. The aim of this thesis is to develop a real-time, serious gaming system for home-based musculoskeletal rehabilitation. First, exergames were developed, using a codesign methodology, where the patients, experts and developers took part in the design and implementation procedures. The Kinect sensor was used to capture real-time kinematics during each exercise. Next, data fusion was implemented between the Kinect sensor and inertial measurement units, to increase the accuracy of joint angle estimation, using a system of systems approach. In addition, graphical user interfaces were developed, for experts and patients, to suit the needs of different end-users, based on the results of an end-user acceptability study. The system was evaluated by patients with different pathologies through multiple evaluation campaigns. Obtained results showed that serious games can be a good solution for specific types of pathologies. Moreover, experts were convinced of the clinical relevance of this device, and found that the estimated data was more than enough to assess the patient’s situation during their home-based exercise sessions. Finally, during these three years, we have set the base for a home-based rehabilitation system that can be deployed at home or in a clinical environment. The implementation of such systems would maximize the efficiency of rehabilitation program, while saving the patient’s and expert’s time and money. On the other hand, this system would also reduce the limitation that are currently present in classical rehabilitation programs, allowing the patients to visualize their movements, and the experts to follow the home exercise execution.
54

Serious game para qualificação das práticas de profissionais de saúde na abordagem à violência contra a mulher

Almeida, Luana Rodrigues de 10 February 2015 (has links)
Made available in DSpace on 2015-05-14T12:47:19Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 3698853 bytes, checksum: 2aef64808c364d9731b5fd0d369cfa20 (MD5) Previous issue date: 2015-02-10 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This study aimed to analyzing the potential of serious games as a pedagogical tool in the qualification of health professionals in the approach to domestic violence against women. Recognized as a universal problem and important epidemiological dimension, violence against women is a phenomenon based on gender, and its confrontation requires multidisciplinary interventions. To develop and evaluate the serious game presented in this research, the work included simultaneous adoption and complement of two methodological approaches: the qualitative and quantitative. The quality plan was used for defining the pedagogical dimension of the game, i.e. to identifying the themes that led to construction of the conceptual map categories (MC). Such categories and themes subsidized game implementation guiding the definition and creation of game elements: plot, challenges, images/scenes and method of evaluation. The theoretical dimension of the game and its pedagogical character are based on the Constructivist perspective based on the Freiriana methodology of problematization of reality. Pandora's box is a narrative about the life of a woman in a situation of domestic violence using public health services.The graphic design of the game and the method of evaluation were designed to work with concepts that guide professional practice by considering the knowledge and worldviews of the professionals are constituted as instruments of the health working process. In this approach, the game elements (illustrations, reflective dialogues, musical tracks and the method of valuation of the player, which acts as the intelligence of the game) were designed to awaken the motivations for reflection and awareness of the player. From the quantitative research, the game has been validated on the 85 professionals from family health teams. The results of this validation enabled verify the capability of the game for deserting the motivations towards learning about the issue, mobilizing new knowledge and enabling the production of new concepts by the players. The results showed that the game also proved powerful to steer changes of conceptions regarding the problem. Pandora's box was well accepted by health professionals as a pedagogical resource and training, having positive evaluation of more than 90% of the players. That way, the argument championed in this study that the serious games are capable of arousing motivation for learning and changing conceptions of the domestic violence committed against women. In particular, Pandora's box has the potential to working the theme of domestic violence in public health services and to contributing to a change of paradigmatic assistance on women's health. / Este estudo objetivou analisar as potencialidades dos serious games como uma ferramenta pedagógica na qualificação de profissionais de saúde na abordagem à violência doméstica contra a mulher. Reconhecida como um problema universal e de importante dimensão epidemiológica, a violência contra as mulheres é um fenômeno baseado no gênero e o seu enfrentamento requer intervenções multidisciplinares. Para desenvolver e avaliar o serious game apresentado nessa pesquisa, o trabalho comportou a adoção simultânea e complementar de duas abordagens metodológicas: a qualitativa e a quantitativa. O plano qualitativo foi utilizado para a definição da dimensão pedagógica do jogo, ou seja, para a identificação dos temas que conduziram a construção das categorias do Mapa Conceitual (MC). Tais categorias e temas subsidiaram a implementação do game orientando a definição e criação dos elementos do jogo: enredo, desafios, imagens/cenas e método de avaliação. A dimensão teórica do jogo e o seu caráter pedagógico fundamentam-se na perspectiva Construtivista com base na metodologia Freiriana de problematização da realidade. Caixa de Pandora trata de uma narrativa sobre a vida de uma mulher em situação de violência doméstica que recorre aos serviços públicos de saúde. O design gráfico do jogo e o método de avaliação foram projetados para trabalhar com concepções que orientam práticas profissionais por considerar que os saberes e as visões de mundo dos profissionais se constituem como instrumentos do processo de trabalho em saúde. Nesse enfoque, os elementos do jogo (ilustrações, diálogos reflexivos, trilhas musicais e o método de avaliação do jogador, que atua como a Inteligência do jogo) foram elaborados para despertar as motivações para a reflexão e a tomada de consciência do jogador. A partir da pesquisa quantitativa, o jogo foi validado por 85 profissionais de equipes de Saúde da Família. Os resultados dessa validação permitiram verificar a potencialidade do jogo para desertar as motivações no sentido da aprendizagem sobre o tema, mobilizando novos saberes e permitindo a produção de novos conceitos pelos jogadores. Os resultados evidenciaram também que o jogo se mostrou potente para orientar mudanças de concepções a respeito do problema. Caixa de Pandora foi bem aceito pelos profissionais de saúde como um recurso pedagógico e de treinamento, tendo avaliação positiva de mais de 90% dos jogadores. Dessa maneira, confirma-se o argumento defendido neste estudo de que os serious games são capazes de despertar motivações para o aprendizado e mudança de concepções sobre a violência doméstica cometida contra mulheres. Em especial, Caixa de Pandora apresenta potencialidades para trabalhar o tema da violência doméstica nos serviços públicos de saúde e contribuir para uma mudança paradigmática da assistência na saúde da mulher.
55

Um jogo adaptativo para potencializar processos cognitivos de jovens com transtornos no desenvolvimento

Moura, Mariza de Souza 20 February 2017 (has links)
Submitted by Lara Oliveira (lara@ufersa.edu.br) on 2017-04-24T20:10:35Z No. of bitstreams: 1 MarizaSM_DISSERT.pdf: 2241867 bytes, checksum: b6a5d232c207f98b760ad2b304d096f9 (MD5) / Approved for entry into archive by Vanessa Christiane (referencia@ufersa.edu.br) on 2017-04-26T12:16:01Z (GMT) No. of bitstreams: 1 MarizaSM_DISSERT.pdf: 2241867 bytes, checksum: b6a5d232c207f98b760ad2b304d096f9 (MD5) / Approved for entry into archive by Vanessa Christiane (referencia@ufersa.edu.br) on 2017-04-26T12:18:19Z (GMT) No. of bitstreams: 1 MarizaSM_DISSERT.pdf: 2241867 bytes, checksum: b6a5d232c207f98b760ad2b304d096f9 (MD5) / Made available in DSpace on 2017-04-26T12:18:39Z (GMT). No. of bitstreams: 1 MarizaSM_DISSERT.pdf: 2241867 bytes, checksum: b6a5d232c207f98b760ad2b304d096f9 (MD5) Previous issue date: 2017-02-20 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Digital technologies have been expanding its applicability, significantly in several fields, including mental health. The study developed by the Program “Oficinando em Rede” uses Information and Communication Technologies (ICT) promoting care, social insertion and training in mental health and education. Thus, ideas and projects concerning experiences with young people bearers of developmental disorder were made feasible to be studied and developed, through contact with a digital technology. Games act not only as entertainment but also, and especially, in the empowerment of cognitive processes of the young people who use them. In this experiment, there are various modes of applicating games in the scope of mental health and one of them happens during the workshops, that were conducted as regular activities, as actions by this university extension program, the “Oficinando em Rede”. Workshops that take place with children and teenagers who are inserted in the activities of the Center for Psychosocial Care of Children and Adolescents in Mossoró - RN (CAPSi). As an essential factor for the research, the project operated based on the observation of the characteristics demonstrated by each of those children and teenagers, among the coordination of behaviors, such as: gestures, ideas and emotions, especially while they were in contact with the digital games that were used in the workshops. It has been realized, during these workshops, that the same game, rouses different reactions in each of them, for their own actions, emotions and disorders that express themselves in a unique way during each experience. Based on a chart, containing the devices and elements that draw the attention of the young participants on the project, also by reading the logbooks developed in each workshop, and finally, through the use of categories that were perceived as a listing the specific game’s devices, such as sound, image, animation, cooperativity, among others, it have been made possible to notice which reactions were presented by the young people during the workshops, and with this experience came an idea of developing a game containing devices and adaptive elements, including the characteristics that attract attention of these participants in the project . The game follows a perspective of serious games, which are games created according to a specific purpose, by use of techniques and methods of games, but for a purpose that goes beyond fun or entertainment. And, yet, adaptive methods, which aid in the ability of the game to modify itself from the reactions of the young person during the act of playing. It is proposed, then, the development of an adaptive game to enhance the cognitive processes of children and teenagers with mental development disorder / As tecnologias digitais vêm ganhando um espaço expressivo em diversas áreas, inclusive em saúde mental. O estudo desenvolvido através do Programa Oficinando em Rede utiliza Tecnologias da Informação e da Comunicação (TIC’s) promovendo cuidados, inserção social e formação em saúde mental e em educação. Diante disso, viabilizaram-se ideias e projetos a serem estudados e desenvolvidos, no que diz respeito às experiências com jovens com transtorno no desenvolvimento, através do contato com a tecnologia digital. Os jogos atuam não somente como entretenimento, mas também e, principalmente, na potencialização de processos cognitivos dos jovens que os utilizam. Nessa experiência, existem diversos modos de aplicar jogos no âmbito da saúde mental e um deles acontece durante as oficinas junto ao Programa Oficinando em Rede. Oficinas que ocorrem com jovens inseridos nas atividades do Centro de Atenção Psicossocial da Infância e da Adolescência de Mossoró/RN (CAPSi). Como um fator imprescindível para a pesquisa, o projeto atua a partir da observação das características demonstradas por cada jovem nas coordenações de condutas: gestos, ideias e emoções, em particular, durante o contato com jogos digitais que foram utilizados durante as oficinas. Percebeu-se durante as oficinas que o mesmo jogo despertava reações diferentes, em cada jovem, pois estes possuem ações, emoções e transtornos que se expressam de modo singular em cada experiência. Com base em uma tabela, contendo os dispositivos e elementos que chamam a atenção dos jovens participantes do projeto, a leitura dos diários de bordo desenvolvidos em cada oficina e também um formulário elencando os elementos específicos, como som, imagem, animação, cooperatividade, entre outros, pôde-se perceber quais reações foram apresentadas pelos jovens durante as oficinas e, com essa experiência, surgiu a ideia de desenvolver um jogo, contendo dispositivos e elementos adaptativos incluindo as características que chamam a atenção dos jovens participantes do projeto. O jogo segue a perspectiva de serious games, ou jogos sérios, que são jogos que atuam com um propósito específico, utilizando técnicas e métodos de jogos, mas com uma finalidade que vai além de diversão ou entretenimento. E, ainda, métodos adaptativos, que auxiliam na habilidade do jogo em modificar-se a partir das reações do jovem durante o ato de jogar. Propõe-se então o desenvolvimento de um jogo adaptativo para potencializar processos cognitivos de jovens com transtorno no desenvolvimento / 2017-04-24
56

Criação, desenvolvimento e aplicação de serious game educativo para prevenção em saúde bucal infantil - \'Caí, perdi um dente... E aí?\" / The conception, development and application of an educational serious game called - \"I Fell Down and Lost my Tooth, So?\"

Mariana Hortolani Rodrigues 16 December 2014 (has links)
Jogos são uma ponte natural entre educação e diversão. Seu uso já provou ser eficaz em várias áreas do saber, pois fornece, junto da interatividade, novas formas de aplicação do conhecimento, através de desafios propostos ao usuário. Tal meio, amplamente utilizado na indústria do entretenimento, pode assumir papel social quando aplicado a áreas diversas, como a da saúde. Esta categoria de jogos, com propósitos específicos como treinamento, reabilitação e prevenção, denomina-se serious games. No entanto, os materiais disponíveis para a propagação de conceitos referentes à prevenção em saúde, destinados ao público infantil, ainda são escassos e com pouco nível de atratibilidade. Compostos geralmente por materiais impressos, são meios de difícil acesso a todas as camadas da população. No âmbito da Odontologia, tal área se mostra pouco explorada, oferecendo às crianças apenas orientações quanto à prevenção de doenças, importância da boa higiene bucal e das visitas regulares ao profissional dentista. Esta dissertação apresenta, portanto, a criação, desenvolvimento e aplicação de um serious games, chamado Caí, Perdi um Dente... E daí?, focado no assunto avulsão dentária de um dente permanente, situação comumente vivenciada por responsáveis, educadores e crianças em fase escolar, que necessita de procedimentos rápidos para que o dente perdido possa ser reimplantado, evitando a necessidade de próteses dentárias. A pesquisa se desenvolveu na aplicação e análise dos resultados referentes à comparação de tal material com outros, comumente utilizados (cartilha e desenho animado), mostrando a eficácia da interatividade, quando combinada à educação para a saúde. Este trabalho também ofereceu as prerrogativas para especificar os requisitos de projeto do design do jogo, observando as necessidades evidenciadas para identificar as funções que este deverá desempenhar. Visamos, com este estudo, estimular a pesquisa na área de educação e interatividade dirigidas à saúde, oferecendo novas ferramentas para o auxílio de profissionais e melhoria da qualidade de vida de toda a população. / Games are a natural bridge between education and entertainment. Its use has already proven efficient in many areas of knowledge, since it provides (along with interactivity) new forms to knowledge application, through issuing challenges to the user. These means, widely applied in entertainment industry, can play a social role when applied to other areas, such as healthcare. This category of games, with specific purposes such as training, rehabilitation and prevention, is generally classified into the category of serious games. However, the available materials for teaching concepts related to health prevention among children are still scarce and with currently low attractiveness. Composed usually of print material, they are means of difficult access to whole of the population. Since dentistry is a not well explored area by games, children are provided only with some guidance towards the prevention of diseases, the importance of good oral hygiene and regular appointments with the dentist. This dissertation thus presents the concept, the development and the application of a serious game called I Fell Down and Lost my Tooth, So?, focused on a permanent tooth avulsion, usually experienced by persons in charge, educators and children in learning stage, who need rapid procedures to promote tooth reimplantation, avoiding the need for dental prostheses. This work was developed with the application and analysis of results by comparision with other educational materials usually applied (as guidebook and animated cartoon), proving its higher efficiency in interactivity, combined with education towards healthcare. Also, prerogatives were offered to detail the game design requirements, to observing the needs to identify the functions it must perform. It was also aimed to stimulate further research concerning education and interactivity towards healthcare, providing new tools to aid professionals, as well as improvements in the overall life quality of all people.
57

Optimization of Agro-Socio-Hydrological Networks under Water Scarcity Conditions: Inter- and Trans-disciplinary Approaches for Sustainable Water Resources Management

Orduna Alegria, Maria Elena 01 June 2021 (has links)
Sustainable agriculture is one of the greatest challenges of our time. The pathways to sustainable agriculture consist of successive decisions for optimization that are often a matter of negotiation as resources are shared at all levels. This work essentially comprises three research projects with novel inter- and transdisciplinary methods to better understand and optimize agricultural water management under water scarcity conditions. In the first project, climate variability in the US Corn Belt was analyzed with a focus on deficit irrigation to find the optimal irrigation strategies for possible future changes. Two optimization methods for deficit irrigation showed positive water savings and yield increases in the predicted water scarcity scenarios. In the second project, a serious board game was developed and game sessions were carried out to simulate the complex decision space of actors in irrigated agriculture under climate and groundwater variability. The aim of the game was to understand how decisions are made by actors by observing the course of the game and linking these results to common behavioral theories implemented in socio-ecological models. In the third project, two frameworks based on innovation theories and agro-social-hydrological networks were developed and tested using agent-based models. In the first framework, centralized and decentralized irrigation management in Kansas US was compared to observe the development of collective action and the innovation diffusion of sustainable irrigation strategies. The second framework analyzed different decision processes to perform a sensitivity analysis of innovation implementation, groundwater abstraction and saline water intrusion in the Al Batinah region in Oman. Both frameworks allowed the evaluation of diverse behavior theories and decision-making parameters to find the optimal irrigation management and the impact of diverse socio-ecological policies. Inter- and Trans-disciplinary simulations of the interactions between human decisions and water systems, like the ones presented in here, improve the understanding of irrigation systems as anthropogenic landscapes in socio-economic and ecological contexts. The joint application of statistical and participatory approaches enables different but complementary perspectives that allow for a multidimensional analysis of irrigation strategies and water resources management.:Contents Declaration of Independent Work i Declaration of Conformity iii List of Publications v Acknowledgments ix Abstract xi Zusammenfassung xiii Contents xv List of Figures xvii List of Tables xix List of Abbreviations xxi 1. Introduction 3 1.1 Complex Networks Approach 3 1.2 Research Objectives 4 1.3 Thesis Outline 5 2. Literature Review 9 2.1 Agro-Hydrological Systems 9 2.1.1 Necessary Disciplinary Convergence 9 2.1.2 Multi-Objective Optimization Approaches 10 2.2 Optimization of Crop-Water Productivity 11 2.2.1 Irrigation Strategies 11 2.3 Sustainable Management of A-S-H Networks 12 2.3.1 Socio-Hydrology 13 2.3.2 Representation of Decision-Making Processes 14 2.3.3 Influence of Social Network 16 2.4 Socio-Hydrological Modeling Approaches 17 2.4.1 Game Theory Approach 17 2.4.2 Agent-Based Modeling 18 2.4.3 Participatory Modeling 20 2.5 Education for Sustainability 21 2.5.1 Experiential Learning 21 2.5.2 Serious Games 22 2.6 Summary of Research Gaps 24 3. Irrigation Optimization in The US Corn Belt 27 3.1 Agriculture in The Corn Belt 27 3.2 Historical and Prospective Climatic Variability 29 3.3 Simulated Irrigation Strategies 29 3.4 Optimal Irrigation Strategies Throughout the Corn Belt 30 3.5 Summary 31 4. Participatory Analysis of A-S-H Dynamics 35 4.1 Decision-Making Processes in A-S-H Networks 36 4.1.1 Collaborative and Participatory Data Collection Approaches 37 4.2 MAHIZ 38 4.2.1 Serious Game Development 38 4.2.2 Implementation of Serious Game Sessions 39 4.4 Evaluation of The Learning Process in Serious Games 40 4.5 Evaluation of Behavior Theories and Social Parameters 42 4.6 Summary 43 5 Robust Evaluation of Decision-Making Processes In A-S-H Networks 47 5.1 Innovation in A-S-H Networks 47 5.1.1 Multilevel Social Networks 48 5.1.2 Theoretical Framework of Developed ABMs 49 5.2 DInKA Model: Irrigation Expansion in Kansas, US 50 5.2.1 Robust Analysis of Innovation Diffusion 53 5.3 SAHIO Implementation: Coastal Agriculture in Oman 54 5.3.1 SAHIO Sensitivity analysis 58 5.4 Summary 60 6 Conclusions and Outlook 63 6.1 Limitations 64 6.2 Outlook 64 Bibliography 69 Appendix A. Implementation Code 79 A.1 DInKA 79 A.2 SAHIO 82 Appendix B. SAHIO’s Decision-Making Process for Each MoHuB Theory 91 Appendix C. SAHIO A-S-H Innovation Results 97 Appendix D. Selected Publications 101 D.1 Evaluation of Hydroclimatic Variability and Prospective Irrigation Strategies in the U.S. Corn Belt. 103 D.2 A Serious Board Game to Analyze Socio-Ecological Dynamics towards Collaboration in Agriculture. 121 D.2.1 MAHIZ Rulebook 140 D.2.2 MAHIZ Feedback Form 156
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Virtuell lantbruksodling med fokus på interaktivitet och immersivitet.

Stenström, Oscar, Eneström, Rolf January 2023 (has links)
Hemmaodling har på sistone sett ett ökat intresse hos flera svenskar, i takt med stigande inflation som lett till en generell oro över att kunna införskaffa råvaror till hemmet. Detta kandidatarbete utforskar användningen av VR som plattform för att utveckla en interaktiv och engagerande guide till odling hos användare som har en begränsad erfarenhet inom ämnet. Flera odlingsspel innehåller och presenterar simplifierade metoder för odling, men inkluderar oftast inte den fysiska och tidskrävande aktiviteten av odling, vilket gör att deras koppling till verkligheten i viss mån försvinner. Studien undersöker inkorporering av verklighetsbaserade odlingstekniker och föreslår på hur detta kan användas för att gestalta en immersiv, interaktiv och underhållande gestaltning i VR som berör de olika delarna i ett Data-Serious Game. Genom iterativa versioner av projektet har tekniker undersökts och testats genom olika spelteststillfällen, där frågeformulär och egna observeringar varit till grund för att gestalta en bättre upplevelse. Resultatet av studien visar att interaktionsmöjligheter är en viktig del för immersionen, samt att inkorporering av verkliga tekniker ökar engagemanget hos användaren. / Home cultivation has under recent times seen an increased following and popularity for several swedes, as a result of increased inflation and general concern of purchasing groceries and being able to put food on the table. This bachelor thesis explores the use of VR as a platform to create an interactive and engaging guide for home cultivation for users with limited experience within the field. Several video games incorporate and present simplified approaches to cultivation, but often do not include several steps of this physical and time consuming hobby, which makes their connection to the real world weaker. This study researches ways of incorporating realistic techniques for cultivation that can be applied to create an immersive, interactive and entertaining game that handles the different parts of a Data-Serious Game. Through several iterations of this project, techniques have been tried and tested through different game-testing occasions where surveys have been conducted to improve on previous installments. The result of this study shows that interaction possibilities are a vital point for immersion, together with incorporation of realistic techniques to increase engagement in the user.
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Acquisition et circulation du savoir « profane » et médical pour la prise en charge des maladies chroniques, en France, à l'essor du numérique et de la « démocratie sanitaire » / Acquisition and circulation of lay and medical knowledge in health system, in France, in this transitory period of "sanitory democraty" and the digital explosion

Simonpietri, Caroline 06 September 2017 (has links)
Dans le cadre d'une convention CIFRE, ce travail de thèse porte sur l'acquisition et la circulation d'un savoir "profane" et médical pour la prise en charge des maladies chroniques. Sous la direction de Dominique Desjeux, Professeur émérite, expert en consommation et innovation, nous avons analysé le processus de diffusion de trois "innovations" du système de santé français portées par les institutions depuis le début du 21ème siècle : les associations de patients, l’Éducation Thérapeutique du Patient (ETP), et enfin les NTIC, et plus précisément les serious games. Respectivement sociale, symbolique et matérielle, ces trois solutions ont pour enjeu institutionnel diminuer les coûts de santé en améliorant l'apprentissage de vie des patients avec leur maladie mais également celui des professionnels de santé en formation initiale et continue. Pour chaque solution, dans une démarche qualitative, compréhensive et inductive, nous nous sommes interrogés sur les rugosités pouvant freiner leur réception par l'usager final, des patients ou des médecins. Avec un angle de vue assez original, un regard "socio-anthropologique" au coeur du secteur industriel, nous avons finalement reconstruit une partie du système d'action impliqué dans la circulation de savoirs en santé, profane et médical en cette période de crise sanitaire et d'explosion technologique. / Within the framework of a "CIFRE convention, this work concerns the acquisition and the circulation of a " lay" and medical knowledge for the care of people who suffer from chronic diseases. Supervised by Dominique Desjeux, emeritus Professor, specialised in consumption and innovation, we have analyzed the diffusion process of three "innovations" of the French health system since the beginning of the 21th century: patients' associations, Therapeutic Education, and finally the ICT, and more exactly the serious games. Respectively social, symbolic and material, these three solutions have, for institutional issues, to decrease the costs of health care and management, by improving the "apprenticeship of life with disease" of patients, but also the professionnals trainning, initial as continuous. For each solution, in a qualitative, comprehensive and inductive approach, we wondered about the roughnesses which can slow down their "reception" by the final user, the patients or the doctors. With a rather original viewpoint, a "socio-anthropological" look at the heart of the branch of occidental industry, we finally reconstructed a part of the "action system" (Crozier, 1963) involved in the circulation of knowledges in health, from patients or medical way, in this transitory period of sanitary crisis and technological explosion.
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Serious games och narrativets varande eller icke-varande : Berättelsedriven design i lärande-spel / To have or not to have: the role of narrative in serious games : Narrative design in games for learning

Pettersson, Rebecka, Rönnberg Westin, Cornelis January 2019 (has links)
Inom forskningsområdet för serious games (SG) råder en oklar uppfattning om narrativets roll i lärande-spel, samtidigt som SG som koncept har visat sig ha positiv effekt i flera studier. Mot bakgrund av detta undersöker den här studien hur unga vuxna uppfattar den berättelsedrivna speldesignen i ett ordförståelse-spel som självskattad motiverande faktor för att spela vidare. En artefakt, inspirerad av högskoleprovets ORD-del, och enkätfrågor användes för att samla in data från 26 respondenter. Kombinationen av ordförståelse och narrativ kontext visade sig vara ett uppskattat koncept av majoriteten trots ett varierat resultat angående motiverande faktorer för att spela vidare; spelet uppfattades som ett alternativ för att öva ordförståelse. Resultatet utmynnade i ett antal speldesign-principer för spelarens motivation att spela vidare, lämpliga att ha i åtanke vid utvecklingen av liknande lärande-spel. På längre sikt skulle studien kunna fokusera på huruvida spelkonceptet har potential för inlärning och studera eventuella kopplingar mellan detta och motivation. / While serious games (SG) as a concept has been proven effective in several studies, there is a residing unclear perception regarding the role of narrative in games for learning. This study examines how young adults perceive the narrative-driven game design in a word comprehension game as a self-evaluated motivational factor to continue playing. An artifact, inspired by Högskoleprovet, and a survey were used to collect data from 26 respondents. The combination of word comprehension and narrative context proved to be an appreciated concept that the majority, despite varied results regarding motivational factors to continue playing, perceived as an alternative learning method. Game design principles in regards to motivation to continue playing were formed which would be useful to have in mind when developing similar games for learning. Long-term, this study could focus on whether the game concept has the potential for learning and to study possible connections between this and motivations.

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