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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.
71

Affectation dynamique d'opérateurs polyvalents et dimensionnement des équipes dans les systèmes de production / Dynamic multiskilled workers assignment and teams definition in production systems

Ammar, Achraf 19 November 2015 (has links)
Les ressources humaines jouent un rôle crucial dans les systèmes de production. D’une part, elles doivent être polyvalentes et flexibles pour pouvoir effectuer des tâches variées. D’autre part, elles doivent être affectées aux différentes machines du système de façon qu’elles puissent satisfaire  les performances industrielles. Toutefois, il est souvent difficile de prendre des décisions concernant le nombre, les compétences et les stratégies d’affectation des opérateurs, en particulier dans les systèmes où la demande est aléatoire, changeante et fluctuante et lorsqu’il y a plusieurs objectifs à optimiser. Dans ce contexte, la présente thèse vise en premier lieu à déterminer comment affecter les opérateurs aux machines. En second lieu, elle vise à définir le nombre d’opérateurs et les compétences requises afin de réduire les durées de fabrication et le coût de la main d’œuvre. Deux heuristiques sont proposées pour affecter les opérateurs de façon dynamique, et en ligne, à chaque fois ils deviennent disponibles. Le choix de la machine se fait en se basant sur une analyse multicritère de l’état actuel du système avec la méthode TOPSIS pour la première heuristique et avec une méthode de restriction basée sur des seuils numériques pour la deuxième. Les critères utilisés ont été choisis à l'aide d’un jeu sérieux (simulation interactive visuelle dédiée) en utilisant le logiciel ARENA. Pour optimiser les poids de ces critères et les seuils numériques et afin d’adapter les heuristiques proposées, nous avons utilisé l’optimisation basée sur la simulation, qui intègre la dimension à la fois aléatoire et fluctuante de la demande. Les résultats des comparaisons avec les stratégies d’affectation les plus utilisées dans la littérature ont montré l’intérêt et la pertinence de nos heuristiques. Pour optimiser le nombre d’opérateurs et leurs compétences, nous avons proposé une approche basée sur la simulation et sur un algorithme évolutionnaire multi objectif (NSGAII). Nous suggérons d’accepter une certaine redondance aux niveaux des compétences afin de réduire l’impact de l’absentéisme des opérateurs sur la performance du système. Pour prendre en compte le comportement changeant et fluctuant des systèmes de production, nous avons intégré dans l’approche d’optimisation l’heuristique d’affectation la plus performante sur les heuristiques proposées. Un modèle de simulation d’un système de type Job-shop a été utilisé pour illustrer notre approche. Les résultats obtenus sur l’ensemble des solutions non dominées ont montré la pertinence de l’approche proposée. / Human resources play a crucial role in production systems. On one hand, they have to be multi-skilled and flexible to carry out various tasks. On the other hand, they must be assigned to the different machines in the system so as to satisfy industrial performances. However, it is often difficult to make decisions about the number, skills and workers assignment strategies, particularly when systems are characterized by random, changing and fluctuating demand and when there are multiple objectives to be optimized. In this context, the present thesis aims first to determine how to assign workers to machines. Second, it aims to define the number of workers and the required skills in order to reduce production times and manpower costs. Two heuristics are then proposed to assign workers dynamically, on line, each time they become idle. The choice of the machine is based on a multi criteria analysis of the current state of the system using TOPSIS method for the first heuristic and a restriction method based on numerical thresholds for the second one. The criteria used are chosen through a serious game (a dedicated Visual Interactive Simulation) implemented using ARENA software. In order to optimize the weights of these criteria and the numerical thresholds and to adapt the proposed heuristics, we used a simulation optimization, which integrates both of the random and fluctuating dimensions of the demand. The results of comparisons with the most used assignment strategies in the literature have shown the interest and relevance of our heuristics. In order to optimize the number of workers and their skills, we proposed an approach based on simulation and an evolutionary multi-objective algorithm (NSGAII). We suggest accepting some redundancy on skills so as to reduce the impact of worker absenteeism on system performance. In order to take into account the changing and fluctuating behavior of production systems, we have integrated in our optimization approach the most efficient assignment heuristic among the proposed ones. A simulation model of a job shop system has been used to illustrate our approach. The results obtained on all non-dominated solutions showed the relevance of the proposed approach.
72

Human-AI Teaming for Dynamic Interpersonal Skill Training

Ogletree, Xavian Alexander 26 May 2021 (has links)
No description available.
73

Aprendizaje de patrones de diseño de microservicios mediante un juego serio

Aguirre Valera, Jeffrey Axel 27 November 2020 (has links)
La tendencia de microservicios cada día tiene mayor participación en las empresas de la industria de software para el desarrollo de aplicaciones gracias a las características y soluciones que ofrecen. Adoptar este estilo arquitectónico resulta ser un reto para muchos en especial en la etapa de diseño del ciclo de vida de un software. En esta fase inicial la selección de patrones de diseño de software y atributos de calidad son esenciales para toda creación de software. Sin embargo, hemos encontrado que la adaptación de microservicios, para establecer una nueva arquitectura, se vuelve tediosa a la hora de establecer los atributos de calidad en el diseño de un proyecto de software. Por otro lado, una técnica para la enseñanza y aprendizaje efectiva de conocimientos de la ingeniería de software resulta ser la aplicación de los juegos serios. En este proyecto planteamos la propuesta del diseño de un juego serio para el aprendizaje de patrones de diseño que satisfacen los atributos de calidad de software de una arquitectura basada en microservicios con el objetivo de enfrentar estos retos y complicaciones. / The trend of microservices every day has a greater participation in companies in the software industry for application development thanks to the features and solutions they offer. Adopting this architectural style turns out to be a challenge for many people especially in the design stage of the life cycle of a software. In this initial phase the selection of software design patterns and quality attributes are essential for all software creation. However, we have found that adapting microservices, to establish a new architecture, becomes tedious when it comes to establishing quality attributes in the design of a software project. On the other hand, a technique for the effective teaching and learning of software engineering knowledge turns out to be the application of serious games. In this project, we propose the design of a serious game for learning design patterns that satisfy the software quality attributes of an architecture based on microservices in order to face these challenges and complications. / Tesis
74

ReforestApp

Torres Macavilca, Andrée Enrique, Tomairo Méndez, Miguel Ángel 28 November 2020 (has links)
En la actualidad, diversos organismos y estados muestran su preocupación respecto al cambio climático. El Perú no es ajeno a esta problemática, por lo que surge la necesidad de implementar soluciones que puedan ayudar a mitigar estos impactos en las regiones afectadas de nuestro país; una de ellas la Amazonía, siendo la deforestación una de sus principales actividades ilegales que destruye este ecosistema. De este modo, presentamos una propuesta de solución por medio de un juego serio llamado ReforestApp. Esta aplicación permitirá concientizar a las personas sobre los efectos del cambio climático en los bosques amazónicos del Perú. La finalidad del juego es enseñar a la población que, por medio de la reforestación, se podría recuperar los bosques depredados, preservar la flora y fauna de la Amazonía, y mitigar los efectos del cambio climático en las regiones afectadas. En el presente trabajo se diseñará un juego serio en base a unas características que permitirá maximizar su efectividad en la concientización de las personas, un documento de concepto del juego con sus mecánicas, personajes y escenarios, el uso de inteligencia artificial para algunos personajes, una metodología apropiada para el desarrollo de videojuegos y la relación de herramientas tecnológicas, equipo de desarrollo, costos y presupuesto de la solución. / Actually, various organizations and states are concern about climate change. Peru is one of the countries that is being affected by this problem, so it has the need to implement solutions that can help mitigate these impacts in the affected regions of our country; one of them the Amazon, because of deforestation being one of its main illegal activities that destroys this ecosystem. In this way, we present a solution proposal through a serious game called ReforestApp. This application will make people aware of the effects of climate change in the Amazon forests of Peru. The purpose of the game is to teach the population that it is possible to recover the depredated forests with reforestation, preserve the flora and fauna of the Amazon, and mitigate the effects of climate change in the affected regions. In this work, a serious game will be designed based on some features that will maximize its effectiveness in raising people's awareness, a concept document of the game with its mechanics, characters and settings, the use of artificial intelligence for some characters, a videogame development methodology and the requirements of technological tools, development team, costs and budget of the solution. / Tesis
75

Diseño de aplicación de realidad virtual para la promoción del turismo e incremento de la intención de visita de turistas a Perú / Development of a virtual reality application for the promotion of tourism and history of Perú.

Moscoso Sotelo, Kevin Vincent John, Torre Saenz, Oscar Manuel 28 November 2020 (has links)
El presente proyecto tiene como objetivo el diseño de un juego serio de realidad virtual para ayudar a la difusión de la historia y patrimonio del Perú y de esta manera apoyar el crecimiento del turismo. Para lograr esto, queremos motivar e incentivar a potenciales turistas a que visiten el Perú a través de un juego que será desarrollado para smartphones y requerirá el uso de gafas de realidad virtual. Dentro del juego, el jugador podrá visitar 3 zonas turísticas donde tendrá que recolectar las piezas de un rompecabezas antes de que se acabe el tiempo y se le recompensará con un video, imágenes y/o un dato curioso sobre la zona. El juego se diseñó así para aprovechar la inmersión ofrecida por la realidad virtual, las técnicas de gamificación y la exposición de los usuarios a información presentada de manera atractiva y entretenida de los lugares turísticos. Adicionalmente, el juego contará con un sistema que recomendará la mejor zona turística para un determinado usuario usando la técnica clustering de machine learning. Al finalizar el juego, se le pedirá al jugador que llene un cuestionario con preguntas para determinar si su intención de visita ha aumentado o se ha mantenido igual. Por último, se pudo confirmar con el respaldo de varios papers que la realidad virtual y el hecho de aprender sobre nuevos destinos turísticos, incrementa el deseo de visitar y conocer dichos lugares. / In this project we aim to design a serious virtual reality game to help the dissemination of the history and heritage of Perú, and support in this way the growth of tourism. To achieve this, we want to motivate and encourage potential tourists to visit Perú through a game that will be developed for smartphones and will require the use of virtual reality headsets. Inside the game, the player will be able to visit 3 tourist destinations where they will have to collect the pieces of a puzzle before time runs out and they will be rewarded with a video, images and/or an interesting fact about the destination. The game was designed to take advantage of the immersion offered by virtual reality, gamification techniques and the exposure of users to information presented in an attractive and entertaining way about the tourist places. Additionally, the game will have a system that will be able to recommend the best tourist place for a specific player using the clustering technique from machine learning. At the end of the game, the player will be asked to fill out a questionnaire with questions to determine if their visiting intention has increased or remained the same. Finally, it was confirmed with the support of several papers that virtual reality and learning about new tourist destinations, increases the desire to visit and get to know these places. / Tesis
76

Propuesta para el desarrollo de un juego serio para ayudar a la comprensión de conceptos básicos de arreglos / Ultimate Arrays”, A serious game to help understand arrangement concepts in first cycle students of the software engineering career

Arroyo Gonzales, Roger Alexander, Rondan Rojas, Richard Paul 11 November 2020 (has links)
Actualmente existen varias publicaciones sobre el uso de Gamificación y Juegos Serios para apoyar en temas que son difíciles de comprender para los estudiantes de la carrera de Ingeniería de Software, pero ninguno ha abarcado aún el tema de arreglos. Este trabajo propone un Juegos Serios para ayudar a la comprensión de conceptos básicos de arreglos para promover el proceso de aprendizaje de estos temas en estudiantes de primer ciclo de la carrera de Ingeniería de Software. Esta investigación se centró en arreglos y matrices que son temas de programación que representan un grado alto de dificultad en algunos estudiantes del primer ciclo. El tema de Arreglos se divide en 3 conceptos principales que los estudiantes deberían comprender: Operaciones con arreglos unidimensionales, Ordenamiento con arreglos unidimensionales y Arreglos bidimensionales. Para conceptualizar las áreas de conocimiento mencionadas anteriormente en el Juego Serio planteado, se deben considerar algunos elementos: Dinámicas, Mecánicas y Componentes. Basado en las características y objetivos del juego, el proyecto se denominó “Ultimate Arrays”, el cual será desarrollado bajo el marco de trabajo Scrum debido a las múltiples iteraciones por las que suelen pasar los Juegos Serios y la flexibilidad que ofrece. / Currently, there are several publications on the use of Gamification and Serious Game to support topics that are difficult to understand for students of the Software Engineering career, but none have yet covered the subject of arrays. This work proposes a serious game to help understand the basic concepts of arrangements to promote the learning process of these topics in first-cycle students of the Software Engineering career. This research focused on arrays and matrices that are programming topics that represent a high degree of difficulty for some first cycle students. The Arrays topic is divided into three main concepts that students should understand: Operations with one-dimensional arrays, Ordering with one-dimensional arrays, and Two-dimensional arrays. To conceptualize the areas of knowledge mentioned above in the proposed Serious Game, some elements must be considered: Dynamics, Mechanics, and Components. Based on the characteristics and objectives of the game, the project was called “Ultimate Arrays” which will develop under the Scrum framework due to the multiple iterations that Serious Games usually go through and the flexibility it offers. / Tesis
77

Designing a choice-based serious game to enhance energy literacy in the kitchen context of Chinese households / Utformning av ett valbaserat seriöst spel för att öka energikunskapen i kinesiska hushålls kökskontext

Zhong, Jiatong January 2022 (has links)
Increasing concerns on the effect of climate change is arousing the awareness of sustainability all over the world, and plenty of measures have been taken to lower greenhouse gas emissions. Reducing energy consumption through behavior change of residents presents a promising opportunity to save energy significantly. This project is focused on designing a choice-based interactive game to support increased energy literacy of Chinese youths, especially in the kitchen of Chinese households. With an interactive narrative prototype evaluated by 11 participants through interviews and surveys, learning outcomes and feedback were collected and considerations in the design process were figured out. The result indicates the potential of enhancing energy literacy with such an interactive game based on point collecting, but a more interesting protostory, suitable difficulty levels and freedom of interaction is significant to the general experience and effect. / En ökande oro för effekterna av klimatförändringar väcker medvetenheten om hållbarhet över hela världen, och många åtgärder har vidtagits för att minska utsläppen av växthusgaser. Att minska energiförbrukningen genom invånarnas beteendeförändring ger en lovande möjlighet att spara energi avsevärt. Detta projekt är fokuserat på att designa ett valbaserat interaktivt spel för att stödja ökad energikunskap hos kinesiska ungdomar, särskilt i köket hos kinesiska hushåll. Med en interaktiv narrativ prototyp utvärderad av 11 deltagare genom intervjuer och enkäter, samlades läranderesultat och feedback in och överväganden i designprocessen har klurats ut. Resultatet indikerar potentialen för att förbättra energikunnigheten med ett sådant interaktivt spel baserat på poänginsamling, men en mer intressant protostory, lämpliga svårighetsgrader och interaktionsfrihet har betydelse för den allmänna upplevelsen och effekten.
78

Comparison Of Learning Experiences And Outcomes Between A Serious Game-based And Non-game-based Online American History Course

Hess, Taryn 01 January 2010 (has links)
The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push to use serious video games, and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. Based on current literature, no other known study has conducted an analysis comparing a serious game-based and non-game based online course; making this a unique study. The purpose of this study was to compare student learning experiences and outcomes between a serious game-based and non-game based online American History course. The data sources were data provided from Florida Virtual School (FLVS) and student and teacher interviews. Random samples of 92 students were statistically analyzed. A group of 8 students and 4 teachers were interviewed. FLVS data provided were analyzed using an independent t-test and the Mann-Whitney test and the student and teacher interview were analyzed using thematic analysis. Results of an independent t-test revealed that there was a significant (p > .01) difference in the mean number of days necessary to complete the course (MGB = 145.80, SDGB = 50.64, MNGB = 112.63, SDNGB = 49.60). The Mann-Whitney results indicated a significant difference between course performance and the type of American history course (Z = -5.066, p > .01); students in the serious game-based online course had an A average whereas students in the non-game-based online course had a B average. The thematic analysis of the relationship between student performance and motivation in both courses indicated that students and teachers of the game-based online course provided more reasons for student motivation than the students and teachers in the non-game-based online course. The thematic analysis of what aspects do students perceive as helpful and/or hindering to their learning indicated that students and teachers of the game-based online course provided more desirable, more helpful, less undesirable, and less hindering aspects for their course than the students and teachers in the non-game-based online course. As a result of the unique nature of this study, the findings provide new information for the fields of research on online learning, serious video gaming, and instructional design as well as inform instructional-designers, teachers, education stakeholders, serious video game designers, and education researchers.
79

Rädslan för det som finns och inte finns : En randomiserad kontrollerad jämförelse av utfall mellan sedvanlig ensessionsbehandling och behandling med virtuella stimuli mot spindelfobi

Deak, Stefan, Kristoffersson, Glenn January 2016 (has links)
Specifik fobi är en vanlig psykiatrisk åkomma som kan leda till stora individuella begränsningar. Symtomen kan framgångsrikt behandlas med kognitiv beteendeterapi där 85–90 % blir kliniskt signifikant förbättrade. Forskning påvisar lovande behandlingsutfall för virtuell exponeringsbehandling (VRET) mot spindelfobi. Tekniken är intressant då den kringgår de problem med anskaffning och förvaring av fobiska stimuli som sedvanlig behandling medför och dessutom kan innebära ökad tillgänglighet och flexibilitet vid behandling. Syftet med föreliggande studie är att jämföra behandlingseffekten av ensessionsbehandling (OST) med en nyutvecklad spelifierad virtuell exponeringsbehandling (VIMSE), som sker under en fristående behandlingssession. Totalt randomiserades 73 deltagare mellan de två behandlingsmetoderna. Båda behandlingarna medförde statistiskt signifikanta förbättringar med stora effektstorlekar för såväl det beteendetest (BAT), som utgjorde det primära utfallsmåttet (OST d = 1,94; VIMSE d = 1,41), som för de sekundära utfallsmåtten Spider Phobia Questionnaire och Fear of Spiders Questionnaire. OST resulterade i signifikant fler kliniskt signifikant förbättrade än VIMSE. / VIMSE (VIrtual reality Method for Spider phobia Exposure therapy)
80

Environnement d’adaptation pour un jeu sérieux

Ouellet, Sébastien 06 1900 (has links)
Nous avons développé un jeu sérieux afin d’enseigner aux utilisateurs à dessiner des diagrammes de Lewis. Nous l’avons augmenté d’un environnement pouvant enregistrer des signaux électroencéphalographiques, les expressions faciales, et la pupille d’un utilisateur. Le but de ce travail est de vérifier si l’environnement peut permettre au jeu de s’adapter en temps réel à l’utilisateur grâce à une détection automatique du besoin d’aide de l’utilisateur ainsi que si l’utilisateur est davantage satisfait de son expérience avec l’adaptation. Les résultats démontrent que le système d’adaptation peut détecter le besoin d’aide grâce à deux modèles d’apprentissage machine entraînés différemment, l’un généralisé et l’autre personalisé, avec des performances respectives de 53.4% et 67.5% par rapport à un niveau de chance de 33.3%. / We developed a serious game in order to teach users how to draw Lewis diagrams. We integrated an environment able to record in electroencephalographic signals, facial expressions, and pupil diameters to the serious game. The goal of this work is to determine whether such an environment enabled the serious game to detect in real-time whether or not the user needs help and adapt itself accordingly, and if the experience is more enjoyable for the users if the game tries to adapt itself. Results show that two approaches were promising in order to detect the level of help needed, both training a machine learning models but one using a general data set and the other a personalized (to the user) data set, with their respective performances being 53.4% and 67.5% compared to a chance baseline of 33.3%.

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