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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

Conceito de integral: uma proposta computacional para seu ensino e aprendizagem

Melo, José Manuel Ribeiro de 14 May 2002 (has links)
Made available in DSpace on 2016-04-27T16:57:56Z (GMT). No. of bitstreams: 1 dissertacao_jose_manuel_melo.pdf: 660435 bytes, checksum: ac2468ce725e827c5667ca22e09c95a6 (MD5) Previous issue date: 2002-05-14 / The teaching and learning of Differential and Integral Calculus, taken as fundamental in Exact Sciences courses, has been focused throughout time as a traditional methodological practice, based on definitions, theorems, properties, examples and exercises. This methodology has been contributing to a very high number of giving up and failure in such courses. One of the possibilities of trying to revert this, is the use of new computerized technologies as a didactic tool in Calculus courses. This work has aimed the creation and use of activities, all fundamented in cognition theories and in the main historical elements of Integral, to be developed in a computerized atmosphere. A qualitative type methodology has been chosen and it was based on a sequence of teaching and working in pairs in a computer lab. The choice of working in pairs is based on the fact that it leads to dialogues, changing of ideas and conclusions in a much more spontaneous way. The computer is used to give meaning to the concept of Integral. The different steps were created with the purpose of allowing students to develop the elements which would lead to such concept. During the activities students have used the computer in different steps.This use permitted the process of visualizing, simulating and deepening in the mathematical thought, some guesses and its contradictions or validations. The results of having had the sequence of teaching applied show that in a computerized atmosphere the teaching and learning are much more meaningful, contextualized and motivating for students as well as for teachers / O ensino e a aprendizagem de Cálculo Diferencial e Integral, considerado básico nos cursos da área de ciências exatas, tem sido, ao longo dos anos, focado numa prática metodológica tradicional baseada em: definições, teoremas, propriedades, exemplos e exercícios. A aplicação desta metodologia tem apresentado um índice muito alto de abandono e repetência. Uma das possibilidades de reverter este quadro é a utilização de novas tecnologias computacionais como ferramentas didáticas no curso Cálculo. Este trabalho tem como objetivo a elaboração e aplicação de uma seqüência de ensino baseada na fundamentação teórica e nos principais elementos históricos da Integral, implantada num ambiente computacional. Para atender a este objetivo , optou-se por uma metodologia do tipo qualitativa, baseada na realização de uma seqüência de ensino, trabalhando com duplas de estudantes em um ambiente computacional. A opção de trabalhar com duplas foi baseada no fato que esta dinâmica produz diálogos, troca de hipóteses e conclusões de forma mais espontânea. Nesta metodologia, o computador é utilizado para dar significação ao conceito de Integral. As várias etapas da seqüência foram elaboradas de modo que permitiram aos alunos construírem conceitos, que no final dela culminaram na significação do conceito de Integral. Na aplicação das atividades, o computador foi incorporado pelos estudantes em estágios diferentes. A sua utilização permitiu o surgimento do processo de visualização, a simulação, o aprofundamento do pensamento matemático, as conjecturas, as refutações e validações. Os resultados da aplicação da seqüência de ensino evidenciam que num ambiente computacional o ensino e aprendizagem passa a ser mais significativo, contextualizado e motivante, para os alunos e professores
22

Systemmetaforik : Språk och metafor som verktyg i systemarkitektens praktik / System Metaphoric : Language and Metaphor as Tools in the Practice of the System Architect

Jonsson, Kerstin January 2014 (has links)
En systemarkitekts praktik består till stor del av att tolka, beskriva och strukturera verksamhetsprocesser och -information som underlag för förändrings- och utvecklingsarbete, oftast med stöd av it-system. Professionen betraktas traditionellt som en teknisk ingenjörskonst. Men de problem jag ställs inför som arkitekt handlar inte enbart om att designa tekniska system och kommunikation mellan maskiner, utan minst lika ofta om att hantera utmaningar relaterade till mellanmänsklig kommunikation i komplexa situationer. Vad händer om vi fokuserar på denna andra del av arkitektens praktiska kunskap? Denna magister- uppsats handlar om språkets och kommunikationens roll i kontexten av ett systemutvecklingsprojekt. Författaren använder sig av metaforer i en gestaltande skönlitterär kontext som kreativ metod för att visualisera och förmedla olika aspekter på systemarkitektens yrkesroll och praktik. På så vis utnyttjar uppsatsen den mer experimentella form som essän erbjuder för att även utforska sina egna uttrycksmöjligheter. Essäns teoretiska material baserar sig på den språkfilosofiska tradition som utvecklats av Ludwig Wittgenstein och Gilbert Ryle. Utifrån dessa båda tänkares verk förs ett resonemang runt språkets och den kontextuella förståelsens betydelse för systemarkitektens praktiska kunskap. Essän väver även in tankegångar från Thomas Kuhn, Peter Naur och Donald Schön i syfte att utforska just metaforens, improvisationens och den kreativa kommunikationens roll som verktyg i systemarkitektens praktik. / The system architect ́s practice is mainly about interpreting, describing and structuring the processes and information of an enterprise in order to create a foundation for change and development, often supported by IT systems. The profession is traditionally regarded as an art of technical engineering. But the problems I face as architect is not exclusively about designing technical systems and communication between machines, but just as much about handling challenges related to inter-subjective communi- cation between human beings in situations of complex interaction. What happens if we focus on this second aspect of the practical knowledge of the architect? This essay is about the role of language and communication in the context of a system development project. The author uses metaphors in fictional context as a creative method to visualize and mediate different aspects on the architect ́s professional role and practice. In that sense the text utilizes the more experimental form offered by the essay in order to explore its own expressive possibilities. The theoretical material of this essay is based on the language philosophical tradition developed by Ludwig Wittgenstein and Gilbert Ryle. Starting out from these two thinkers, the author reasons around the importance language and contextual understanding has for the practical knowledge of the system architect. Further on the essay weaves in thoughts from Thomas Kuhn, Peter Naur and Donald Schön with the purpose of exploring the role of the metaphor, improvisation and creative communication as tools in the practice of the system architect.
23

Träningsapplikationer och Deras Inverkan på Användaren, En studie om fysisk aktivitet och dess upplevda motivation, hälsa och generella välbefinnande

Nörell, Fredrik January 2018 (has links)
Denna uppsats omfattar en undersökning som gjordes mellan januari och april 2018. Undersökningen gjordes i syfte att ta reda på om det fanns någon korrelation mellan personers användande av träningsapplikationer och deras självrapporterade motivation, hälsa och generella välbefinnande. 14 personer deltog och delades in i två grupper, beroende på om de vid det tillfället använde en träningsapplikation eller inte. Undersökningen gjordes med hjälp av Googles nätbaserade enkät för att samla in data, och en litteraturstudie för att stödja analyserna och diskussionerna av datainsamlingens resultat. Från resultaten som vi fick ut kunde vi bland annat se att motivationen hos användarna av träningsapplikationer ökar om de kan se att de gör framsteg, och att beroende på kön och ålder så används träningsapplikationer annorlunda. / This paper contains the information and output from a inquiry done between January and April 2018. The inquiry was done with the purpose to find out whether there was any correlation between a person’s usage of a fitness application and that person´s perceived motivation, health and general well-being. 14 participants answered the inquiry and where divided into two groups, depending on how they answered when asked if they currently used a fitness application. The inquiries were conducted online through Google Survey in order to collect data about the participants, and literature reviews where conducted in order to support the analysis and discussions we made from the results of the collected data. From the results that we gathered we could, amongst others, form the analysis that individually adapted fitness applications and automated updates of the user’s results where what would get more participants to start using fitness applications.
24

När fiktion känns verkligt : En kvalitativ analys om point of view och närbilders känslomässiga påverkan i avsnitt 8 i TV-serien The Last of Us / When fiction feels real : A qualitative analysis of the emotional impact of point of view and close-ups in episode 8 inthe TV show The Last of Us

Hall, Ella January 2024 (has links)
This essay is a qualitative study that analyzes how close-ups and point of view in relation to the narrative affect the viewer emotionally in the TV show The Last of Us episode 8. It examines the visualization of the character Ellie’s emotions and analyzes its emotional effect on the viewer. The theories applied explain the human ability to feel empathy and social cognition, film’s ability to evoke emotion and the concept of focalization. The theories also define the terms: narrative, point of view and close-ups. Five scenes were chosen and each scene was analyzed closely looking at facial expressions, point of view, camera movement, angles and more. Since this is a qualitative study it is based on subjective interpretations and assumptions which should be taken into account. However emotions are exceedingly subjective and a quantitative study would therefore be unmotivated.  The results suggest that assumptions can be made in how close-ups and point of view affect the viewer emotionally. When taken narrative into account, close-ups and point of view visualized the character Ellie’s emotions. These two techniques clarified and reinforced the character’s emotional state which, through the human ability to feel social cognition and empathy, transferred and/or influenced the viewer’s emotions.
25

On learning and visualizing lexicographic preference trees

Moussa, Ahmed S. 01 January 2019 (has links)
Preferences are very important in research fields such as decision making, recommendersystemsandmarketing. The focus of this thesis is on preferences over combinatorial domains, which are domains of objects configured with categorical attributes. For example, the domain of cars includes car objects that are constructed withvaluesforattributes, such as ‘make’, ‘year’, ‘model’, ‘color’, ‘body type’ and ‘transmission’.Different values can instantiate an attribute. For instance, values for attribute ‘make’canbeHonda, Toyota, Tesla or BMW, and attribute ‘transmission’ can haveautomaticormanual. To this end,thisthesis studiesproblemsonpreference visualization and learning for lexicographic preference trees, graphical preference models that often are compact over complex domains of objects built of categorical attributes. Visualizing preferences is essential to provide users with insights into the process of decision making, while learning preferences from data is practically important, as it is ineffective to elicit preference models directly from users. The results obtained from this thesis are two parts: 1) for preference visualization, aweb- basedsystem is created that visualizes various types of lexicographic preference tree models learned by a greedy learning algorithm; 2) for preference learning, a genetic algorithm is designed and implemented, called GA, that learns a restricted type of lexicographic preference tree, called unconditional importance and unconditional preference tree, or UIUP trees for short. Experiments show that GA achieves higher accuracy compared to the greedy algorithm at the cost of more computational time. Moreover, a Dynamic Programming Algorithm (DPA) was devised and implemented that computes an optimal UIUP tree model in the sense that it satisfies as many examples as possible in the dataset. This novel exact algorithm (DPA), was used to evaluate the quality of models computed by GA, and it was found to reduce the factorial time complexity of the brute force algorithm to exponential. The major contribution to the field of machine learning and data mining in this thesis would be the novel learning algorithm (DPA) which is an exact algorithm. DPA learns and finds the best UIUP tree model in the huge search space which classifies accurately the most number of examples in the training dataset; such model is referred to as the optimal model in this thesis. Finally, using datasets produced from randomly generated UIUP trees, this thesis presents experimental results on the performances (e.g., accuracy and computational time) of GA compared to the existent greedy algorithm and DPA.
26

[en] THE EFFICIENCY OF THE COMPANY GRAPHIC SIGN: A FORM ACCLAIMED BY THE DESIGN FIELD ON THE LEVELS OF MODERN VISUAL CULTURE / [fr] L’EFFICACITÉ DU SIGNE GRAPHIQUE D’UNE ENTREPRISE: FORME CONSACRÉE PAR LE CHAMP DU DESIGN DANS LES INSTANCES DE LA CULTURE VISUELLE MODERNE / [pt] A EFICIÊNCIA DO SIGNO GRÁFICO EMPRESARIAL: FORMA CONSAGRADA PELO CAMPO DO DESIGN NAS INSTÂNCIAS DA CULTURA VISUAL MODERNA

MARCELO VIANNA LACERDA DE ALMEIDA 05 June 2013 (has links)
[pt] Quando se visualiza a profusão de signos gráficos de empresas, atualmente expostos no meio social, se manifestam várias indagações, dentre as quais uma é fundamental: o que possibilita a estas imagens gráficas deterem tamanha força, capaz de permitir o seu reconhecimento como representante da empresa a que pertence, ou como sinal de indicação da marca de produtos a que se devota o consumo? O propósito deste trabalho de pesquisa é apresentar o entendimento de como o signo gráfico empresarial atinge essa força, que aqui se entende por eficiência. Tal como efetuamos nossa análise do fenômeno, a eficiência do signo gráfico empresarial não pode ser compreendida a partir das características técnicas de sua configuração, mas pela construção cultural de um campo simbólico de produção - o campo do design. Esse fenômeno somente foi possível porque ocorreram transformações sociais de grande proporção, que aprofundaram sobremaneira a ruptura inicial de instauração da Idade Moderna. Uma delas foi a alteração do modelo de visualidade no século XIX, a qual possibilitou ao campo do design efetivar seus princípios legítimos de produção de imagens gráficas, e assim justificar, na sociedade, o domínio de sua fabricação. Outra alteração consistiu na mudança do modelo de satisfação subjetiva, que forneceu as bases do insaciável consumo moderno. Essa mudança ofereceu oportunidade para que se instituíssem a importância das marcas - imagens projetadas a partir de valores atribuídos aos empreendimentos - e a força de seus signos gráficos. Para a articulação dessas duas alterações com a análise da eficiência do signo gráfico, foram empregados os seguintes autores: Jonathan Crary e Colin Campbell, que contribuíram respectivamente com indicações relevantes das alterações que permitiram aos indivíduos das sociedades modernas, visualizar e consumir de maneira autônoma. Na análise do funcionamento do campo do design, utilizou-se um autor fundamental, Pierre Bourdieu, que explicita, por meio de sua teoria de produção dos campos simbólicos, a maneira pela qual um bem simbólico - por exemplo, uma imagem gráfica - alcança o reconhecimento como legítimo. A partir dessa produção simbólica do campo, é possível compreender que a eficiência do signo gráfico empresarial depende de sua legitimação, levada a efeito de maneira precisa entre os diversos agentes e instituições das instâncias desse campo autônomo do design, em luta constante por legitimidade na hierarquia social. / [en] When one visualizes the profusion of company graphic signs currently displayed in the social area, several questions arise, but nevertheless one is basic: what enables these graphic images to have so much strength which allows them to be recognized as representative of the companies to which they belong or as sign indicative of the trademarks of products whose consumption is desired? The purpose of this research work is to present the understanding of how the company graphic sign attains this strength, which in this work is understood as efficiency. As we perform our analysis of the phenomenon, the efficiency of the company graphic sign cannot be comprehended based on the technical characteristics of its configuration, but rather as the cultural construction of a symbolic field of production – the design field. This phenomenon was possible only because large-scale social transformations took place which greatly deepened the initial breakthrough of the establishment of the Modern Age. One of these was the change in the model for visualizing in the 19th century which enabled the design field to achieve its legitimate principles of graphic image production and thus justify to society the mastery of their production. Another change involved the shift in the model of subjective satisfaction, which furnished the bases for modern insatiable consumption. This change offered the opportunity for instituting the importance of trademarks – images projected based on values attributed to the undertakings – and the strength of their graphic signs. For the articulation of these two changes with the analysis of the graphic sign´s efficiency, the following authors were utilized: Jonathan Crary and Colin Campbell, who contributed respectively with relevant indications of these changes which allowed individuals in modern societies to visualize and consume in an independent way. In the analysis of the design field´s functioning, a fundamental author was utilized: Pierre Bourdieu, who makes explicit, by means of his theory of symbolic field production, the way in which a symbolic asset – for example, a graphic image – achieves recognition as legitimate. Based on this symbolic field production, it is possible to comprehend that the efficiency of the company graphic sign depends on its legitimizing, carried out in a precise way among the various agents and institutions on the levels of this independent field of design, in a constant struggle for legitimacy in the social hierarchy. / [fr] Quand on visualise la profusion des signes graphiques des entreprises actuellement exposés dans la société, plusieurs indagations se manifestent, cependant, une nous semble fondamentale: qu’est-ce que possibilite à ces images graphiques d’avoir telle force qui permet que l’on les reconaisse comme représentant de l’entreprise à laquelle elles appartiennent ou même comme indication de la marque des produits de consommation? L’objectif de ce travail est de comprendre comment le signe graphique d’une entreprise gagne cette force, qui dans ce travail on appelera efficacité. Selon la façon dont nous avons effectué notre analyse de ce phénomène, l’efficacité du signe graphique d’une entreprise ne peut pas être comprise à partir des caractéristiques techniques de sa configuration, mais à partir de la construction culturelle d’un champ symbolique de production – le champ du design. Cela a été possible grâce aux grandes transformations sociales qui ont aprofondi la rupture iniciale d’instauration de l’âge moderne. Une de ces transformations fût le changement de modèle de visualité au XIXème siècle qui a possibilité au champ du design d’effectuer ses príncipes légitimes de production des images graphiques et ainsi de justifier dans la société le domaine de sa fabrication. Une autre tranformation fût le changement de modèle de satisfaction subjective qui a donné les bases de la consommation exagérée de la modernité. Ce changement offrit l’opportunité de l’institution et de l’importance des marques – images projetées à partir des valeurs attribuées aux entreprises – et la force de leurs signes graphiques. Pour articuler ces deux changements deux auteurs ont été utilisés: Jonathan Crary et Colin Campbell qui ont fourni des indications relevantes à propos de ces changements qui permirent aux individus des sociétés modernes de visualiser et de consommer de manière autonome. Dans l’analyse du fonctionnement du champ du design, on a utilisé un auteur fondamental, Pierre Bourdieu qui explicite à travers sa théorie du champ de production symbolique, la façon dont un bien symbolique, une image graphique par exemple, obtient la reconnaissance comme légitime. À partir de cette production symbolique du champ, il est possible de comprendre que l’efficacité du signe graphique d’une entreprise dépend de sa propre légitimation parmi plusieurs agents et institutions de ce champ autonome du design, en lutte pour la légitimation dans l’hiérarchie sociale.
27

Design of a system for visualizing trends and behaviors based on customer data / Design av ett system för visualisering av trender och beteenden baserat på kunddata.

Andersson, Oskar January 2021 (has links)
Big amounts of data are produced every day in companies. By analyzing and visualizing the data a lot of insights can be gained. The company Solution Xperts wanted to create a system that could import and visualize Big Data. In this work a system was created and evaluated. The report shows that it can be difficult to visualize Big Data, but when a system is created it can easily be adapted to data coming from different companies and provide a lot of value to companies and organizations.

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