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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.
281

Who is catching what? A survey of recreational fishing effort and success ontaiāpure and mātaitai management areas

Kallqvist, Emma January 2009 (has links)
Marine recreational fishing is a highly developed activity and has an increasingly global following. In New Zealand, over 30 % of the population participate in recreational fishing and the annual harvest of some species is larger than the commercial catch. It is therefore vital for resource management to include data on recreational take. Since marine recreational fishing and charter boat fisheries in New Zealand are managed outside the Quota Management System (QMS), Area Management Tools (AMT) such as taiapure (local fishery), mataitai (reserves) rahui (temporary closures) can be used to ensure sustainability of certain coastal areas affected by fishing and other activity. The Akaroa Harbour Taiapure was established in 2006 and is currently the only taiapure in Canterbury. The main objective with this study was to characterise the recreational fishery in the Akaroa Harbour Taiapure in order to provide management solutions for this area. Three surveys were set up whereby two were specifically designed to record the recreational take landed on the four most frequently used slipways in Akaroa Harbour. A third survey was to gauge local resident‟s perception on recreational fisheries over time. Both qualitative and quantitative methods were used and appropriate statistical analysis applied. Over 451 intercept interviews were conducted on slipways on Banks Peninsula and 138 trip records were returned. Main findings include significant differences in target and landed species, also a shift in areas mostly fished since the previous survey in 1997 by the Ministry of Fisheries. The most frequently landed fish in this study included blue cod, flounder, rock lobster and perch. The perception survey revealed a strong community bond to recreational fishing and a need for increased local input in the management of the Akaroa Harbour Taiapure. The three surveys are recommended to be continued over time in order to create a data base on recreational fishing and also to document local and indigenous knowledge on marine conservation.
282

離散時間パネル調査の調査期間、調査間隔、標本数の最適化

北村, 隆一, KITAMURA, Ryuichi, 藤井, 聡, FUJII, Satoshi, 山本, 俊行, YAMAMOTO, Toshiyuki 07 1900 (has links)
No description available.
283

U.S. Coast and Geodetic Survey nautical charts : a cartographic history /

McConnel, Jonathon L. January 2007 (has links) (PDF)
Thesis (M.A.)--University of Oregon, 2007. / Typescript. Includes vita and abstract. "The National Oceanic and Atmospheric Administration's Historic Maps & Chart Project ... supplied the majority of the digital images used"--P. vi. Col. ill. on folded leaves. Includes bibliographical references (leaves 186-199). Also available online via the NOAA website as PDF file, viewed 11/28/08: <http://docs.lib.noaa.gov/noaa_documents/NOAA_related_docs/McConnel_USCGS_Charts_Thesis.pdf >
284

A comparative study of the travel behaviour of residents in Shatin and Tuen Mun : an activity-based approach /

Wong, Y. P. January 1999 (has links)
Thesis (M. Phil.)--University of Hong Kong, 2000. / Includes bibliographical references (leaves 151-156).
285

U.S. Coast and Geodetic Survey nautical charts a cartographic history /

McConnel, Jonathon L. January 2007 (has links) (PDF)
Thesis (M.A.)--University of Oregon, 2007. / Title from title screen (viewed on Oct. 15, 2007). "June 2007." Includes bibliographical references (p. 186-199).
286

Některé ekonomické aspekty vzdělávání v České republice / Some economic aspects of Education in the Czech Republic

KOMENDOVÁ, Michaela January 2014 (has links)
The goal of this Diploma thesis is to provide the basic overview of current economic aspects of education of the Czech Republic. At the same time this Diploma thesis mapped out the basic concept of labor as a factor of production, or more precisely human capital (T. W Schultz, G. S Becker) and their application in the sector of education. The educational system in the Czech Republic will be assessed on the basis of a criterion that handles the Organization for Economic Cooperation and Development (OECD). The methods used for this purpose are qualified heuristics, comparison and analysis, because some of the data and the results should be confronted with other results that are processed by some representative international and national statistical research organizations (CSO, Eurostat, CCERGE-EI). This Diploma thesis includes only selected economic aspects of education. The theoretical part introduces human capital, its conception by W. T. Schultz and G. S. Becker, his measurements and the importance of education for czech society. The theoretical part defines the main economic aspects of education and PISA and PIAAC Survey. The practical part is devoted to the results of selected indicators and PISA and PIAAC Survey.
287

Probing the expansion history of the universe using upernovae and Baryon Acoustic Oscillations

Ali, Sahba Yahya Hamid January 2016 (has links)
Philosophiae Doctor - PhD / The standard model of cosmology (the ɅCDM model) has been very successful and is compatible with all observational data up to now. However, it remains an important task to develop and apply null tests of this model. These tests are based on observables that probe cosmic distances and cosmic evolution history. Supernovae observations use the so-called `standard candle' property of SNIa to probe cosmic distances D(z). The evolution of the expansion rate H(z) is probed by the baryon acoustic oscillation (BAO) feature in the galaxy distribution, which serves as an effective `standard ruler'. The observables D(z) and H(z) are used in various consistency tests of ɅCDM that have been developed. We review the consistency tests, also looking for possible new tests. Then the tests are applied, first using existing data, and then using mock data from future planned experiments. In particular we use data from the recently commissioned Dark Energy Survey (DES) for SNIa. Gaussian Processes, and possibly other non-parametric methods, used to reconstruct the derivatives of D (z) and H (z) that are needed to apply the null tests of the standard cosmological model. This allows us to estimate the current and future power of observations to probe the ɅCDM model, which is the foundation of modern cosmology. In addition, we present an improved model of the HI galaxy number counts and bias from semi-analytic simulations, and we use it to calculate the expected yield of HI galaxies from surveys with a variety of phase 1 and 2 SKA configurations. We illustrate the relative performance of the different surveys by forecasting errors on the radial and transverse scales of the BAO feature. We use the Fisher matrix method to estimate the error bars on the cosmological parameters from future SKA HI galaxy surveys. We find that the SKA phase 1 galaxy surveys will not contend with surveys such as the Baryon Oscillation Spectroscopic Survey (BOSS) whereas the full "billion galaxy survey" with SKA phase 2 will deliver the largest dark energy Figure of Merit of any current or future large-scale structure survey. / South African Square Kilometre Array Project (SKA) and German Academic Exchange Service (DAAD)
288

Gamificação para softwares educacionais: um catálogo de requisitos

PEIXOTO, Mariana Maia 23 February 2016 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-10-31T11:45:25Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) versaodigitalmarianamaia.pdf: 1787800 bytes, checksum: 601a3b28ed9295caf889e629f48a4287 (MD5) / Made available in DSpace on 2016-10-31T11:45:26Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) versaodigitalmarianamaia.pdf: 1787800 bytes, checksum: 601a3b28ed9295caf889e629f48a4287 (MD5) Previous issue date: 2016-02-23 / CNPq / A gamificação apresenta-se como um fenômeno emergente para aplicação em softwares educacionais com o intuito de envolver, motivar e melhorar o desempenho dos alunos. Contudo, apesar de sua relevância, a identificação dos requisitos da gamificação que tornam os softwares educacionais significativos para aprendizagem é problemática e um consenso ainda não foi alcançado. Motivado por este cenário, o presente trabalho realiza um estudo exploratório com o intuito de investigar aspectos de gamificação para o contexto de software educacional e, assim, desenvolver um catálogo de requisitos da gamificação, como uma abordagem da engenharia de requisitos para o auxílio no desenvolvimento de softwares educacionais. Esta pesquisa está dividida em três etapas. A primeira é destinada à condução de um mapeamento sistemático da literatura. A segunda etapa baseia-se nos achados da primeira para o desenvolvimento de um catálogo de requisitos da gamificação para softwares educacionais. Por fim, a terceira etapa prioriza e avalia os requisitos por meio de um survey. Na primeira etapa, um total de 127 trabalhos foram selecionados, dos quais identificou-se os seguintes aspectos: levantamento da distribuição temporal, regional e dos tipos de pesquisas sobre a gamificação na educação; levantamento dos tipos de softwares, modalidade de ensino e os objetivos educacionais propostos com a gamificação; levantamento das principais características, em termos de requisitos necessários à criação de softwares gamificados voltados à educação, e; levantamento das abordagens que consideram os tipos de personalidade dos alunos. Na segunda etapa, é apresentado o catálogo de requisitos desenvolvido com 229 itens. Na terceira etapa, um survey foi realizado com 64 especialistas da área da gamificação e priorizou e avaliou os requisitos em: pouco relevantes (26 itens), relevantes (161 itens), muito relevantes (42 itens). Três itens apresentaram avaliação baixa e, portanto, são desconsiderados para inclusão no catálogo. O mapeamento mostra que há um grande número de publicações sobre a utilização de gamificação em softwares educacionais, no entanto, a maioria é superficial e descreve poucas características da gamificação, de forma geral, sem uma avaliação adequada. Assim, este trabalho é uma tentativa de estabelecer um consenso sobre os requisitos da gamificação que podem auxiliar o desenvolvimento de softwares educacionais. / Gamification is an emerging phenomenon for use in educational software in order to engage, motivate and improve the performance of students. However, despite its importance, the identification of significant gamification requirements for educational software is not trivial and a consensus of such requirements has not been reached. Motivated by this scenario, this study conducts an exploratory study in order to investigate aspects of gamification to the educational context and thus develop a gamification requirements catalog, as an approach to requirements engineering, and for assistance in the development of educational software. This research was conducted in three stages. The first stage is related to the conduction of a systematic literature mapping. The second stage is based on the findings of the former one with the purpose of developing a gamification requirements catalog for educational software. Finally, the third stage prioritizes and evaluates the requirements by applying a survey. In the first stage, the total of 127 papers are selected, in which we identify: temporal and regional distribution, and types of research about gamification in education; types of softwares, education methods, and the educational goals intended to gamification; the main characteristics in terms of requirements for the setting up of gamified software aimed on education; the approaches that consider personality types of students. In the second stage, we present the developed requirements catalog with 229 itens and composed by three hierarchical levels. In the third stage the survey conducted with 64 experts in the field of gamification prioritizes and evaluates the requirements with: little relevance (26 items), relevant (161 items), and very relevant (42 items). 3 items received low evaluation, and therefore were not considered for inclusion. The mapping shows that there are a lot of publications about gamification in education, however, most papers are superficial and describe a few characteristics of gamification, without adequate assessment. Thus, this work is an attempt to establish a consensus on the requiremets gamification that serves as an aid to the development of educational softwares.
289

Dynamic Question Ordering: Obtaining Useful Information While Reducing User Burden

Early, Kirstin 01 August 2017 (has links)
As data become more pervasive and computing power increases, the opportunity for transformative use of data grows. Collecting data from individuals can be useful to the individuals (by providing them with personalized predictions) and the data collectors (by providing them with information about populations). However, collecting these data is costly: answering survey items, collecting sensed data, and computing values of interest deplete finite resources of time, battery, life, money, etc. Dynamically ordering the items to be collected, based on already known information (such as previously collected items or paradata), can lower the costs of data collection by tailoring the information-acquisition process to the individual. This thesis presents a framework for an iterative dynamic item ordering process that trades off item utility with item cost at data collection time. The exact metrics for utility and cost are application-dependent, and this frame- work can apply to many domains. The two main scenarios we consider are (1) data collection for personalized predictions and (2) data collection in surveys. We illustrate applications of this framework to multiple problems ranging from personalized prediction to questionnaire scoring to government survey collection. We compare data quality and acquisition costs of our method to fixed order approaches and show that our adaptive process obtains results of similar quality at lower cost. For the personalized prediction setting, the goal of data collection is to make a prediction based on information provided by a respondent. Since it is possible to give a reasonable prediction with only a subset of items, we are not concerned with collecting all items. Instead, we want to order the items so that the user provides information that most increases the prediction quality, while not being too costly to provide. One metric for quality is prediction certainty, which reflects how likely the true value is to coincide with the estimated value. Depending whether the prediction problem is continuous or discrete, we use prediction interval width or predicted class probability to measure the certainty of a prediction. We illustrate the results of our dynamic item ordering framework on tasks of predicting energy costs, student stress levels, and device identification in photographs and show that our adaptive process achieves equivalent error rates as a fixed order baseline with cost savings up to 45%. For the survey setting, the goal of data collection is often to gather information from a population, and it is desired to have complete responses from all samples. In this case, we want to maximize survey completion (and the quality of necessary imputations), and so we focus on ordering items to engage the respondent and collect hopefully all the information we seek, or at least the information that most characterizes the respondent so imputed values will be accurate. One item utility metric for this problem is information gain to get a “representative” set of answers from the respondent. Furthermore, paradata collected during the survey process can inform models of user engagement that can influence either the utility metric ( e.g., likelihood therespondent will continue answering questions) or the cost metric (e.g., likelihood the respondent will break off from the survey). We illustrate the benefit of dynamic item ordering for surveys on two nationwide surveys conducted by the U.S. Census Bureau: the American Community Survey and the Survey of Income and Program Participation.
290

Estímulos e barreiras para a adoção da economia circular no Brasil : uma pesquisa quantitativa nos setores de agronegócio, construção civil e eletroeletrônico /

Izeppi, Wagner Colucci January 2019 (has links)
Orientador: Daniel Jugend / Resumo: A conscientização sobre a sustentabilidade nos negócios tem auxiliado às empresas a atualizar suas operações, concentrando-se na redução dos impactos ambientais em todas as etapas. Diante disso, o modelo de negócios da economia circular se torna uma alternativa para alcançar a prosperidade das empresas sem comprometer os recursos naturais no futuro. Considerando-se a transição para a economia circular, é necessário adotar alguns princípios que guiarão as empresas a atingir esse nível. No entanto, existem barreiras que dificultam esse desenvolvimento. Esta pesquisa teve como objetivo principal, analisar a relação entre estímulos, barreiras e pressão dos stakeholders com a adoção dos princípios da economia circular. A amostra analisada nesta pesquisa é composta por 86 empresas brasileiras inseridas em setores importantes para a economia circular, tais como: agronegócio, construção civil e eletroeletrônico. A pesquisa traz evidências empíricas de que os estímulos para adoção da economia circular apontados pela literatura e pressão dos stakeholders estão relacionados positivamente com a adoção dos princípios da economia circular, enquanto as barreiras tradicionalmente apontadas pela literatura estão relacionadas negativamente com essa adoção. Os resultados deste estudo indicam quais estímulos, barreiras e stakeholders se relacionam mais fortemente com cada princípio do framework ReSOLVE. Enquanto a pressão dos funcionários está mais ligada ao princípio da Circularidade, a pressão... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: Business sustainability awareness has helped companies update their operations by focusing on reducing environmental impacts at all stages. Given this, the circular economy business model becomes an alternative to achieve business prosperity without compromising natural resources in the future. Considering the transition to the circular economy, it is necessary to adopt some principles that will guide companies to reach this level. However, there are barriers that hinder this development. The main objective of this research was to analyze the relationship between stimuli, barriers and stakeholder pressure with the adoption of circular economy principles. The sample analyzed in this research is composed by 86 Brazilian companies inserted in important sectors for the circular economy, such as: agribusiness, construction and electronics. The research provides empirical evidence that the incentives for circular economy adoption pointed by the literature and stakeholder pressure are positively related to the adoption of the circular economy principles, while the barriers traditionally pointed by the literature are negatively related to this adoption. The results of this study indicate which stimuli, barriers, and stakeholders relate most strongly to each ReSOLVE framework principle. While employee pressure is more closely linked to the principle of circularity, media and consumer pressure are linked to greater adoption of the virtualization principle. In addition, this survey show... (Complete abstract click electronic access below) / Mestre

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