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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.
21

Utiliza??o de aplicativos touchscreen no ensino de Matem?tica: possibilidades, problemas e poss?veis solu??es

MARQUES, C?ssius 31 August 2016 (has links)
Submitted by Jorge Silva (jorgelmsilva@ufrrj.br) on 2017-10-20T18:03:47Z No. of bitstreams: 1 2016 - C?ssius Marques.pdf: 3648508 bytes, checksum: 749f035bd888f4b4e273b950b79d79f0 (MD5) / Made available in DSpace on 2017-10-20T18:03:47Z (GMT). No. of bitstreams: 1 2016 - C?ssius Marques.pdf: 3648508 bytes, checksum: 749f035bd888f4b4e273b950b79d79f0 (MD5) Previous issue date: 2016-08-31 / CAPES / The teaching of mathematics changes slowly while the students' profile changes every generation. The I.T. labs set up in public schools, which are high cost investments, often get forgotten and become obsolete. Nowadays, with technology evolution and the appearance of smartphones and tablets, new educational apps are being developed for these tools. Many discussions have been held regarding the real applicability of such tools, if they can really help or simply distract the student, but it is a known fact that they are present all the time and that it is worthy to use them in order to improve the learning experience. Sketchometry is a dynamic geometry app with basic commands that could help students with geometry and mathematical functions. The moving of constructions, usually made by gestures and with the imagination of teachers, can now be done with the touch of fingers on the screens of mobile phones and tablets, making visualization easier. Teachers, however, still have difficulties implementing such tools in their classes. This essay attempted to evaluate the opinion of students of primary school, undergraduates, masters degree students and masters on the usage of smartphones/tablets in class. Activities with Sketchometry were shown, followed by an evaluation questionnaire for the research. The results obtained indicate that some of the reasons provided not to use the tools, are the number of students per classroom, the lack of structure in schools and the lack of skill of teachers. When it comes to licentiates, master's degree students and graduates from UFRRJ's PROFMAT, the majority of teachers and soon to be teachers believe in the usage of the tools, that the students are interested in using them and that there are indeed obstacles but they are not insuperable. / O ensino da Matem?tica muda lentamente, enquanto o perfil dos alunos muda a cada gera??o. Os laborat?rios de inform?tica montados nas escolas p?blicas, investimento de alto custo, muitas vezes ficam abandonados e se tornam obsoletos. Atualmente, com a evolu??o da inform?tica e o surgimento de celulares e tablets com tecnologia touchscreen, novos aplicativos educativos t?m sido desenvolvidos para essas ferramentas. Muito se tem discutido acerca da real aplicabilidade desses equipamentos, se podem realmente auxiliar na aprendizagem ou se apenas distraem o aluno, mas o certo ? que eles est?o presentes a todo momento e que vale a pena se valer disso para buscar melhorar o aprendizado. O Sketchometry ? um aplicativo de geometria din?mica, com comandos simples, que pode ajudar o estudante no estudo da geometria e de fun??es Matem?ticas. A movimenta??o das constru??es, antes feita com gestos e imagina??o por tantos professores, hoje pode ser realizada com o toque dos dedos nas telas de celulares e tablets, facilitando a visualiza??o. Os professores, no entanto, ainda t?m dificuldades em implementar esse tipo de ferramenta em suas aulas. Este estudo buscou avaliar a opini?o de estudantes do ensino fundamental, graduandos, mestrandos e mestres acerca da utiliza??o de celulares/tablets em sala de aula. Atividades com o Sketchometry foram realizadas e, em seguida, um question?rio de avalia??o para a pesquisa foi aplicado. Nos resultados obtidos, observou-se que entre os motivos citados para a n?o utiliza??o dessas ferramentas, est?o o n?mero de alunos por sala, a falta de estrutura nas escolas, o despreparo do pr?prio professor, entre outros. Com rela??o aos licenciandos, mestrandos e egressos do PROFMAT da UFRRJ, a maioria dos professores e futuros professores acredita na utiliza??o desse tipo de ferramenta, e que existe interesse dos alunos para que sejam utilizadas, que os obst?culos existem mas n?o s?o intranspon?veis.
22

Designing Interactive Multimedia for the Anthropology Exhibit Gallery

Curtis, Kelley 11 April 2003 (has links)
Computer-based multimedia offer an alternative means of providing instruction to learners in two primary, yet disparate, ways. Multimedia can be used to convey information to learners, or alternatively, learners can make use of multimedia to impart information. One example of the use of multimedia technologies at the University of South Florida is an interactive computer kiosk installed in the Anthropology Exhibit Gallery. The development of the educational program featured on the kiosk's touchscreen computer is the subject of this paper. The purpose of the kiosk's program was twofold: 1) to introduce the field of anthropology to university students and the general public who visit the Anthropology Exhibit Gallery; and 2) to incorporate training in the creation of multimedia materials into two departmental project-based courses, Museum Methods and Visual Anthropology. Designing effective educational programs that take advantage of multimedia capabilities without losing focus on the user's needs or on the content being presented is a challenging endeavor. In this paper, I present the process of designing an interactive multimedia program, and discuss the critical issues of audience, hardware and software, programming tools and other technical and design considerations. The development of the program, furthermore, must be understood within the broader context of several areas, including anthropology and museums, the role of education in museums, and exhibitions as a form of media and communication. Finally, a summary of the project is presented, including a discussion of the problems and successes encountered and suggested areas for further development.
23

Robot learners: interactive instance-based learning with social robots

Park, Hae Won 08 June 2015 (has links)
On one hand, academic and industrial researchers have been developing and deploying robots that are used as educational tutors, mediators, and motivational tools. On the other hand, an increasing amount of interest has been placed on non-expert users being able to program robots intuitively, which has led to promising research efforts in the fields of machine learning and human-robot interaction. This dissertation focuses on bridging the gap between the two subfields of robotics to provide personalized experience for the users during educational, entertainment, and therapeutic sessions with social robots. In order to make the interaction continuously engaging, the workspace shared between the user and the robot should provide personalized contexts for interaction while the robot learns to participate in new tasks that arise. This dissertation aims to solve the task-learning problem using an instance-based framework that stores human demonstrations as task instances. These instances are retrieved when confronted with a similar task in which the system generates predictions of task behaviors based on prior solutions. The main issues associated with the instance-based approach, i.e., knowledge encoding and acquisition, are addressed in this dissertation research using interactive methods of machine learning. This approach, further referred to as interactive instance-based learning (IIBL), utilizes the keywords people use to convey task knowledge to others to formulate task instances. The key features suggested by the human teacher are extracted during the demonstrations of the task. Regression approaches have been developed in this dissertation to model similarities between cases for instance retrieval including multivariate linear regression and sensitivity analysis using neural networks. The learning performance of the IIBL methods were then evaluated while participants engaged in various block stacking and inserting scenarios and tasks on a touchscreen tablet with a humanoid robot Darwin. In regard to end-users programming robots, the main benefit of the IIBL framework is that the approach fully utilizes the explanatory behavior of the instance-based method which makes the learning process transparent to the human teacher. Such an environment not only encourages the user to produce better demonstrations, but also prompts the user to intervene at the moment a new instance is needed. It was shown through user studies that participants naturally adapt their teaching behavior to the robot learner's progress and adjust the timing and the number of demonstrations. It was also observed that the human-robot teaching and learning scenarios facilitate the emergence of various social behaviors from participants. Encouraging social interaction is often an objective of the task especially with children with cognitive disabilities, and a pilot study with children with autism spectrum disorder revealed promising results comparable to the typically developing group. Finally, this dissertation investigated the necessity of renewable context for prolonged interaction with robot companions. Providing personalized tasks that match each individual's preferences and developmental stages enhances the quality of the user experience with robot learners. Confronted with the limitations of the physical workspace, this research proposes utilizing commercially available touchscreen smart devices as a shared platform for engaging the user in educational, entertainment, and therapeutic tasks with the robot learners. To summarize, this dissertation attempts to defend the thesis statement that a robot learner that utilizes an IIBL approach improves the performance and efficiency of general task learning, and when combined with the state-of-the-art mobile technology that provides personalized context for interaction, enhances the user's experience for prolonged engagement of the task.
24

O uso de dispositivos móveis e tecnologia touchscreen em atividades de geometria

Meier, Melissa January 2017 (has links)
O presente trabalho buscou investigar as contribuições da utilização de tecnologias touchscreen para o desenvolvimento do pensamento matemático. Mais especificamente, propôs uma investigação de singularidades no desenvolvimento dos hábitos do pensamento em atividades de Modelagem Geométrica implementadas a partir do uso da tecnologia touchscreen. No que se refere ao desenvolvimento de hábitos do pensamento, propostos por Paul Goldenberg, é entendido como uma ação que contribui diretamente para o desenvolvimento do pensamento matemático. A escolha de trabalhar com Modelagem Geométrica é explorada neste trabalho com a finalidade de possibilitar aos sujeitos envolvidos o estudo de fenômenos reais a partir do uso de ferramentas matemáticas. Quanto à interação touchscreen, nos baseamos na teoria da Cognição Corporificada que parte do princípio de que corpo e mente estão diretamente relacionados, ou seja, no gesto com a mão os estudantes tornam evidentes as suas intenções e pensamentos. Para realização da pesquisa, a metodologia escolhida foi o estudo de casos múltiplos (dois), mas com apenas uma unidade de análise. Configura um estudo exploratório, em virtude da escassez de estudos na área por tratar-se da integração de uma nova tecnologia ao ensino Como suporte tecnológico, a escolha pelo Sketchometry, software de geometria dinâmica disponível para smartphones, se justifica, visto que este possui um importante destaque no desenvolvimento da proposta de pesquisa, uma vez que, através do seu uso, é possível que os sujeitos elaborem e construam modelos geométricos de forma corporificada (interação touchscreen), o que é uma ação necessária para a compreensão do fenômeno investigado. Ao final da tese, mostramos que, no uso da tecnologia touchscreen, é possível identificar singularidades no desenvolvimento do pensamento do sujeito. Notou-se que a singularidade no desenvolvimento do pensamento está no início da implementação de um modelo geométrico. O aluno segue um caminho guiado por movimentos espontâneos e, desta forma, estabelece a construção e funcionamento de seu modelo. / The present work has aimed to investigate the contributions of the use of touchscreen technologies for the development of mathematical thinking. More specifically, it has proposed an investigation of singularities in the development of habits of thought in Geometric Modeling activities implemented through the use of touchscreen technology. With regard to the development of habits of thought, proposed by Paul Goldenberg, it is understood as an action that contributes directly to the development of mathematical thinking. The choice of working with Geometric Modeling has been explored in this work with the purpose of enabling the subjects involved to study real phenomena that can be investigated, assimilated and better understood from the use of mathematical tools. As for the touchscreen interaction, the work was based on the theory of Embodied Cognition which assumes that body and mind are directly related, which means that, students make evident their intentions and thoughts in gesture with the hand. The methodology chosen to carry out the research was the study of multiple cases (two), but with only one unit of analysis. The study has benn configured as an exploratory one, due to the scarcity of studies in the area, since it is the integration of a new technology in teaching As technological support, the choice of Sketchometry, dynamic geometry software available for smartphones, has been justified, because it has an important emphasis in the development of the research proposal, since, through its use, it is possible for the individuals to elaborate and construct geometric models of an embodied form (touchscreen interaction), which is a necessary action for the understanding of the investigated phenomenon. At the end of the thesis, it has been shown that it is possible to identify singularities in the development of the subject's thinking in the use of touchscreen technology. It has been noted that the uniqueness in the development of thought is at the beginning of the implementation of a geometric model. The student follows a path guided by spontaneous movements and establishes the construction and functioning of his/her model.
25

O uso de dispositivos móveis e tecnologia touchscreen em atividades de geometria

Meier, Melissa January 2017 (has links)
O presente trabalho buscou investigar as contribuições da utilização de tecnologias touchscreen para o desenvolvimento do pensamento matemático. Mais especificamente, propôs uma investigação de singularidades no desenvolvimento dos hábitos do pensamento em atividades de Modelagem Geométrica implementadas a partir do uso da tecnologia touchscreen. No que se refere ao desenvolvimento de hábitos do pensamento, propostos por Paul Goldenberg, é entendido como uma ação que contribui diretamente para o desenvolvimento do pensamento matemático. A escolha de trabalhar com Modelagem Geométrica é explorada neste trabalho com a finalidade de possibilitar aos sujeitos envolvidos o estudo de fenômenos reais a partir do uso de ferramentas matemáticas. Quanto à interação touchscreen, nos baseamos na teoria da Cognição Corporificada que parte do princípio de que corpo e mente estão diretamente relacionados, ou seja, no gesto com a mão os estudantes tornam evidentes as suas intenções e pensamentos. Para realização da pesquisa, a metodologia escolhida foi o estudo de casos múltiplos (dois), mas com apenas uma unidade de análise. Configura um estudo exploratório, em virtude da escassez de estudos na área por tratar-se da integração de uma nova tecnologia ao ensino Como suporte tecnológico, a escolha pelo Sketchometry, software de geometria dinâmica disponível para smartphones, se justifica, visto que este possui um importante destaque no desenvolvimento da proposta de pesquisa, uma vez que, através do seu uso, é possível que os sujeitos elaborem e construam modelos geométricos de forma corporificada (interação touchscreen), o que é uma ação necessária para a compreensão do fenômeno investigado. Ao final da tese, mostramos que, no uso da tecnologia touchscreen, é possível identificar singularidades no desenvolvimento do pensamento do sujeito. Notou-se que a singularidade no desenvolvimento do pensamento está no início da implementação de um modelo geométrico. O aluno segue um caminho guiado por movimentos espontâneos e, desta forma, estabelece a construção e funcionamento de seu modelo. / The present work has aimed to investigate the contributions of the use of touchscreen technologies for the development of mathematical thinking. More specifically, it has proposed an investigation of singularities in the development of habits of thought in Geometric Modeling activities implemented through the use of touchscreen technology. With regard to the development of habits of thought, proposed by Paul Goldenberg, it is understood as an action that contributes directly to the development of mathematical thinking. The choice of working with Geometric Modeling has been explored in this work with the purpose of enabling the subjects involved to study real phenomena that can be investigated, assimilated and better understood from the use of mathematical tools. As for the touchscreen interaction, the work was based on the theory of Embodied Cognition which assumes that body and mind are directly related, which means that, students make evident their intentions and thoughts in gesture with the hand. The methodology chosen to carry out the research was the study of multiple cases (two), but with only one unit of analysis. The study has benn configured as an exploratory one, due to the scarcity of studies in the area, since it is the integration of a new technology in teaching As technological support, the choice of Sketchometry, dynamic geometry software available for smartphones, has been justified, because it has an important emphasis in the development of the research proposal, since, through its use, it is possible for the individuals to elaborate and construct geometric models of an embodied form (touchscreen interaction), which is a necessary action for the understanding of the investigated phenomenon. At the end of the thesis, it has been shown that it is possible to identify singularities in the development of the subject's thinking in the use of touchscreen technology. It has been noted that the uniqueness in the development of thought is at the beginning of the implementation of a geometric model. The student follows a path guided by spontaneous movements and establishes the construction and functioning of his/her model.
26

A Proposal paragraph accessibility and tactile visual electromagnetic devices touch screen. / Uma proposta para acessibilidade visual e tÃctil em dispositivos touchscreen.

Agebson Rocha FaÃanha 21 September 2012 (has links)
The use of touchscreen interfaces on smart phones and tablets bring tremendous benefits of connectivity and usability for their users. However, access to information via these devices represents a new challenge of interaction for users with visual impairments, after all, they have a glassy surface, with many visual elements, without reference to embossed tactile exploration. In this context, the study presents the main assistive technology to facilitate interaction of the visually impaired with touchscreen mobile devices and describes the fundamental aspects in an affordable touchscreen interface. From accessibility requirements found in the research, a group of three applications was designed and implemented (LÃBraille - Text Editor; LÃBrailleTWT - Twitter Client and LÃBrailleSMS - Setting send / receive SMS) with accessible interface via audible and tactile feedback, the Android platform. The proposals were evaluated by a group of visually impaired users. Although there were rates to be improved with respect to time for performing operations on input data, was possible to obtain improvements in the use of the touchscreen technology. / O uso de interfaces touchscreen em smartphones e tablets traz enormes benefÃcios de conectividade e usabilidade para seus usuÃrios. Contudo, o acesso à informaÃÃo atravÃs desses dispositivos representa um novo desafio de interaÃÃo para os usuÃrios com deficiÃncia visual, afinal possuem uma superfÃcie vÃtrea, com diversos elementos visuais, sem uma referÃncia em relevo para exploraÃÃo tÃctil. Nesse contexto, este trabalho de mestrado apresenta um estudo das principais tecnologias para facilitar a interaÃÃo do deficiente visual com dispositivos mÃveis touchscreen e elucida aspectos considerados fundamentais em uma interface touchscreen acessÃvel. Seguindo os requisitos de acessibilidade propostos, foi concebida e implementada uma suÃte com trÃs aplicativos (LÃBraille - Editor de texto; LÃBrailleTWT â Cliente Twitter e LÃBrailleSMS â Software de envio/recebimento de mensagens SMS) com interface acessÃvel atravÃs de feedbacks sonoros e tÃcteis, na plataforma Android. As propostas foram avaliadas por um grupo de usuÃrios deficientes visuais. E apesar de percentuais a serem melhorados em relaÃÃo ao tempo para execuÃÃo de operaÃÃes na entrada de dados, jà foi possÃvel obter avanÃos na utilizaÃÃo da tecnologia pelos mesmos.
27

New input methods for blind users on wide touch devices

Krot, Andrii January 2016 (has links)
Blind people cannot enter text on touch devices using common input methods. They use special input methods that have lower performance (i.e. lower entry rate and higher error rate). Most blind people have muscle memory from using classic physical keyboards, but the potential of using this memory is not utilized by existing input methods. The goal of the project is to take advantage of this muscle memory to improve the typing performance of blind people on wide touch panels. To this end, four input methods are designed, and a prototype for each one is developed. These input methods are compared with each other and with a standard input method. The results of the comparison show that using input methods designed in this report improves typing performance. The most promising and the least promising approaches are specified.
28

Development of a real-time multiplayer gamefor the computer tablet

Malm, Tobias, Lindström, Johan January 2012 (has links)
This master’s thesis discusses game development on the computer tablet, with Apple’s iPadas the target platform. Its main focus is development of non-trivial components such asonline multiplayer and touch(screen) controls for a real-time action game, using frameworksand APIs that are mainly free and open source. For each non-trivial component problems arepointed out and possible solutions are presented, the resulting game, Battle Angels, isevaluated along with the game design and development. Battle Angels is a 2D real-timemultiplayer action game, the development of it lead to the conclusions and results in thisthesis.The abstract nature of the subject of this thesis makes it impossible to present a set of numerical values that can be compared to existing research. The result is therefore presented byshowing images from the actual game with a discussion. It could be concluded that designing and implementing a fast paced multiplayer game on a computer tablet system is a majorchallenge. It typically requires developers to incorporate a variety of different technologiesinto their implementation in order to succeed. It could also be concluded that each technology in its isolation were not a major issue, however combining them and allowing them toco-exist were.
29

Design automatické pračky / Design of Washing Machine

Jašová, Berta January 2013 (has links)
The topic of this thesis is design of front-loading automatic washing machine and options to built-in installation and top panel removal. The thesis objective is to simplify and enhance control interface and make the interface ready for colour options. The thesis is divided to analytic portion and accompanying report. The analytic portion describes historical development, existing technical solutions and designs. The accompanying report describes design process since design alternatives evaluation. The final design itself consists of physical form, ergonomic, technical, colour and graphical solutions.
30

How the choice of virtual joystick affects usability in mobile fighting games

Granlund, Tomas, Karåker Gustafsson, Marcus January 2020 (has links)
As the mobile games market keeps growing, game interfaces for mobile games also warrant further development. One area that especially has room for improvement is the touchscreen joystick. This dissertation focuses on the differences in usability for different touchscreen joysticks. A mobile fighting game prototype was developed for this purpose, and a user study was conducted in order to evaluate the difference in usability between two joysticks. Data was gathered and demonstrated, and an analysis of the logged data was conducted, showing no significant difference between the two joysticks. The authors hope that the comparison methodology and measurements demonstrated may be used as a benchmark and framework for future research in mobile joysticks.

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