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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
51

Desenvolvimento de um sistema mecatrônico interativo para auxiliar no tratamento de reabilitação de crianças com deficiência motora nas pernas / Development of interactive mechatronic system to assist the rehabilitation treatment of children with motor disturbances in their legs

Adriano José Marques Ribeiro 16 November 2004 (has links)
O tratamento de reabilitação motora compreende o emprego de um conjunto de técnicas terapêuticas que visam incitar a ocorrência da plasticidade cerebral, atividade fisiológica na qual o sistema nervoso central busca estabelecer novas ligações sinápticas para promover a recuperação da função neuromuscular. Observando-se as técnicas atualmente empregadas e fundamentando-se no fato da criança apresentar alta capacidade de sofrer plasticidade neural, decidiu-se desenvolver um sistema mecatrônico interativo como ferramenta de auxílio ao tratamento de reabilitação de crianças com deficiência motora nas pernas. O presente trabalho descreve a implementação deste sistema, composto por uma bicicleta instrumentada, integrada a um ambiente virtual de aparência lúdica, desenvolvidos com o objetivo de proporcionar a execução dos exercícios físicos de forma divertida e cativante, estimulando a ocorrência de uma plasticidade neural mais rápida e eficiente. Ao final do trabalho são relatadas algumas demonstrações práticas realizadas, onde foram avaliados os níveis de motivação das crianças, além de alguns depoimentos médicos a respeito das expectativas do projeto. / The rehabilitation treatment consists in a set of therapeutic techniques that try to stimulate cerebral plasticity. Cerebral plasticity is a physiologic phenomenon where the brain searches for new neural connections to supply the deficient function. lt is known that the young brain has a high cerebral plasticity capacity. Based on this, an interactive mechatronic system was developed to assist the rehabilitation treatment of children with motor disturbances in their legs. This system is composed of an instrumented bicycle and an entertaining virtual world generated by computer, developed to stimulate the child to accomplish the physical activities in a captivating and fun way and, consequently, increasing the cerebral plasticity performance. ln the end of this document some practical experiments were reported, showing the motivation of the children. Some medical opinions regarding the expectations of the project were also reported.
52

Proactive Retrospective Installation in Second Life: Using Currere to Explore Educational Perception, Reflection, Understanding and Development of Graduate Students Engaged in Virtual Exhibitions

Chien, Chih-Feng 2012 May 1900 (has links)
This is an unprecedented study integrating of Second Life (SL) and the currere approach to develop a virtual curriculum demonstration. The overarching purposes of this study were to understand the perceptions, self-reflection, self-understanding, educational growth of graduate students in education toward teaching and learning in a virtual interdisciplinary curriculum. The three-dimensional virtual world of Second Life is a distance learning platform and multimedia combination of animations, dynamic images, embedded videos, websites, simulative worlds, slide shows and media players. The theoretical framework is based on the currere approach?a curriculum technique used to reconstruct social, intellectual, and physical systems. Data was collected in two education graduate courses in 2011 at a public university located in central Texas. After participating with SL skill trainings, the participants engaged in two virtual SL exhibitions?war and ecology?which were designed in the framework of the four currere steps?regression, progression, analysis, and synthesis. Data was collected via observations, SL reflective writings, individual currere writings, and voluntary interviews. The results revealed how SL exhibitions, based on the four-step currere approach, benefit the participants. In the regressive step, the virtual installations stimulated participants' emotions and vivid memories toward the presented topics. In the progressive step, the SL exhibitions awakened participants' awareness to educate the public on the global issues and integrate them into school subjects. In the analytic step, the exhibitions allowed participants to ruminate and re-exam the past, present and future, as well as to reflect on their own consciousness. In the synthetical stage, participants reflected and inflected their own perspectives toward the learning materials. Using the exhibitions' target knowledge, individuals were able to develop a self-understanding, which propelled them toward self-mobilization and educational reconstruction. Regarding SL curriculum development, the participants indicated SL innovative installation assisted them in extrapolating ideas for subject integration and interdisciplinary curriculum. In terms of technological utilization, SL changed the participants' perception about how integrating virtual technology into a classroom makes teaching and learning accommodating for distant students. In addition, this further motivates students to understand content more concretely and effectively. With regard to autobiographic emotional involvement, SL delivered the powerful images and videos to participants, which allowed them to understand why they possessed certain kinds of emotions toward specific events.
53

Character Creation Processes in MMORPGs : -    A qualitative study of determining important factors.

Isaksson, Susanne January 2012 (has links)
Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; “Which underlying factors affect how important different features of the character creation interface are to experienced MMORPG players? To be able to answer the question an extensive literature review was conducted. A qualitative approach was taken. Long interviews were made with five participants, two female and three male players. The interviews took place while they created a number of avatars in different MMORPGs. The interviews were then followed up. During the follow-ups, the impact the character creation process had for the players, were discussed. The findings indicate that the character creation interface is important for the players to get a good gaming experience. However different types of players require different things. Important features for the users to change were mainly; the head; the name; and adding parts of yourself on your character. The factors that determined the importance of these features were found to be; Player types; Identity types; Immersion levels; and whether or not the game or the gaming experience were new to the player. Another finding showed that the longer you have played a game the less bizarre the different races, classes and gender will seem. The study also indicated that the female participants had a hard time identifying with their male characters.
54

A critical analysis of the tax deductibility of expenses incurred in virtual worlds by the South African taxpayer

Moodley, Theogaren 09 March 2012 (has links)
The arrival of the Internet and the World Wide Web has had a radical impact on commerce and people’s ability to interact virtually. Through these channels various new methods of earning income have been created. Income earned virtually creates a new type of commerce not previously envisioned whilst the South African Income Tax Act was drawn up. The revenue earned is, however. encompassed in the Act. South African residents have as a result entered the taxation net of the South African Revenue Services without understanding the full implications of being taxed. Of particular importance are the deductions available to residents whose incomes are earned through virtual worlds. The various deductions available in the South African Income Tax Act do not specifically deal with the expenses incurred in the production of virtual world income. South Africans are thus exposed to taxation implications not fully explored by the South African Revenue Services nor the general public. The public needs guidance on this matter and the South African Revenue Services needs further research to be conducted in this area. The study revealed that deductions would be allowed against taxable income earned through conducting virtual world commerce. The general deduction formula should be applied to all expenses. Capital expenses should be researched further, for application in terms of the Act. However, it appears that the Act can be applied to non- capital expenses incurred for trading in virtual worlds. AFRIKAANS : Die aankoms van die Internet en die Wêreldwye Web het reeds ‘n geweldige impak op die handle en mense se vermoëns om virtueel in wisselwerking te wees. Deur middle van hierdie kanale het verskeie nuwe metodes onstaan om ‘n inkomste te verdien. ‘n Inkomste wat virtueel verdien word, skep ‘n nuwe sort handle waarvoor daar geen voorsiening gemaak is toe die Inkomste Belastingswetgewing opgestel is. Die inkomste wat verdien word is wel binne die bestek van die Wetgewing. Suid-Afrikaanse inwoners val dus binne die belastingsnet van die Suid-Afrikaanse Inkomste Dienste sonder om die volle implikasies van die belasting te begryp. Van besondere belang is die belastingsaftrekkings wat vir inwoners, wie se inkomste in die virtuele wêreld verdien word, beskikbaar is. Die verskeie aftrekkings beskikbaar in die Suid-Afrikaanse Inkomste Belastingswetgewing maak nie spesifiek voorsiening vir die uitgawes wat aangegaan word terwyl ‘n inkomste in die virtuele wêreld verdien word nie. Suid Afrikaners word duw aan belastingsgevolge blootgestel wat nie ten volle deur die Suid-Afrikaanse Inkomste Dienste, of die algemene publiek verken is nie. Die publiek het leiding in die opsig nodig en die Suid-Afrikaanse Inkomste Dienste benodig verdere navorsing in die verband. Die studie toon dat aftrekkings toegelaat sou word teen belasbare inkomste wat verdien word, deur handel in die virtuele wêreld te dryf. ‘n Algemene formule moet op alle uigawes toegepas word. Kapitale uitgawes moet verder nagevors word vir toepassing op die Wetgewing. Nieteenstaande, wil dit voorkom dat die Wetgewing op nie-kapitale uitgawes wat in die proses van handel dryf in die virtuele wêreld, toegepas kan word. Copyright 2011, University of Pretoria. All rights reserved. The copyright in this work vests in the University of Pretoria. No part of this work may be reproduced or transmitted in any form or by any means, without the prior written permission of the University of Pretoria. Please cite as follows: Moodley, T 2011, A critical analysis of the tax deductibility of expenses incurred in virtual worlds by the South African taxpayer, MCom dissertation, University of Pretoria, Pretoria, viewed yymmdd < http://upetd.up.ac.za/thesis/available/etd-03092012-112031 / > F12/4/163/gm / Dissertation (MCom)--University of Pretoria, 2012. / Taxation / unrestricted
55

Aplicação da Generalização Cartográfica em Mundos Virtuais

Silva, Cledja Karina Rolim da 29 August 2005 (has links)
Submitted by Sandra Maria Neri Santiago (sandra.neri@ufpe.br) on 2016-04-18T18:41:44Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) dissertação.pdf: 1661681 bytes, checksum: a525e39e828632534b1a6e345c1ba890 (MD5) / Made available in DSpace on 2016-04-18T18:41:44Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) dissertação.pdf: 1661681 bytes, checksum: a525e39e828632534b1a6e345c1ba890 (MD5) Previous issue date: 2005-08-29 / Este trabalho aborda o problema de transpor ferramentas e conceitos cartográficos para aplicações de realidade virtual, focando o uso da generalização cartográfica em mundos urbanos virtuais para turismo. A Generalização Cartográfica é uma área de Cartografia utilizada para se obter versões de mapas cartográficos. Em mundos virtuais este processo pode ser implementado com a geração de níveis de detalhamento (Level of Detail – LOD), mas não existem regras precisas para construir esses níveis de forma automática; grande parte dos trabalhos encontrados na literatura foca apenas na simplificação de polígonos. Para se obter versões generalizadas de mapas, a cartografia faz uso de doze operadores, aplicados pelo Cartógrafo segundo o seu conhecimento do problema. Estes operadores são: simplificar, suavizar, agregar, amalgamar, “merging”, colapsar, refinar, exagerar, aumentar, deslocar, classificação e simbolização. É realizada uma análise destes operadores verificando a viabilidade de sua aplicação em mundos virtuais. O conhecimento de um especialista na área de Cartografia é modelado através de regras de conhecimento, as quais alimentam um sistema especialista utilizado para selecionar os objetos de acordo com o tema, que nesta dissertação é o turismo, e para a aplicação dos operadores sobre o mundo virtual. Três dos operadores cartográficos foram escolhidos para serem implementados para mundos virtuais, pois já eram utilizados de forma isolada: simplificar, suavizar e simbolização. A partir destas informações, o SisGen3D, Sistema de Generalização para mundos virtuais construídos em VRML (Virtual Reality Modelling Language), é apresentado e validado com um mundo virtual, o Recife Antigo Virtual. Este sistema foi desenvolvido em JAVA, modelado com UML (Unified Modelling Language) e utiliza o gerenciador de banco de dados MySQL. / This work deals with the transposition of cartographic concepts and tools to virtual reality applications, using cartographic generalization in virtual urban worlds for tourism applications. Cartographic Generalization is an area in Cartography concerned with the generation of versions of cartographic maps. In virtual worlds, it can be implemented using Levels of Detail - LODs, but there are no known rules for constructing these levels automatically; most of the literature concentrates in polygon simplification. To get versions of maps, Cartography uses twelve operators, applied by the cartographer using domain-specific knowledge: simplification, smoothing, aggregation, amalgamation, merging, collapse, refinement, exaggeration, enhancement, displacement, classification and symbolization. An analysis of these operators is performed in the context of virtual reality. The cartographer domain-specific knowledge is modelled in knowledge rules in an expert system. This expert system is responsible for the selection of important objects and of the application of cartographic operators in virtual worlds. Three operators were implemented to virtual worlds: simplification, smoothing and symbolization. Finally, SisGen3D, a system for generalization virtual VRML worlds is presented. This system, developed in Java, modelled in UML and using the MySQL database, is validated using the Recife Antigo Virtual as a testbed.
56

Digitaliseringens påverkan på elevers språkinlärning i årskurs 4-6 : En empirisk studie om lärarens syn på digitala verktygens användning i engelskundervisningen / The impact of digitalisation on students’ language learning in grades 4-6 : An empirical study of the teachers’ view of the use of digital tools in English teaching

Causevic, Mirsada January 2020 (has links)
Dagens globaliserade samhälle är sammankopplat bl.a. via den digitala tekniken, vilket bidrar till utvecklingen av individens språk och kommunikationsförmåga. Dagens barn utvecklar sitt engelska språk och digitala kompetenser i skolan men även utanför genom interaktion via sociala medier och spelifiering. Detta faktum stärks såväl av tidigare forskning som presenteras i denna studie, som av de intervjuade lärarna som också presenteras här. Den sociokulturella teorin och multiliteracitet-teorin (multiliteracies) anses vara relevanta i denna studie eftersom båda anses bidra till elevers utveckling av språket, kommunikationsförmågan samt digitala kompetenser.   Syftet med denna studie är att undersöka hur engelsklärare som undervisar i årskurs 4–6 ser på implementering av digitala verktyg i engelskundervisningen, vilka fördelar och nackdelar kan det finnas enligt lärare samt vilka konkreta digitala verktyg som används. Denna studie vilar på den kvalitativa ansatsen. Den är viktig eftersom fokuset ligger på individens personliga tankar, idéer samt resonemang kopplad till språkinlärning och digitala verktyg. För att få svar på studiens frågeställningar användes semistrukturerade intervjuer.   Resultatet visar att engelsklärarna är positivt inställda till digitaliseringen och de använder olika digitala verktyg i sin engelskundervisning men även i andra ämnen dagligen. Dock visar studien att lärarna efterfrågar fortbildningar inom engelskan kopplade till digitala verktyg, bl.a. hur vissa andra program, hemsidor samt appar som lärarna inte har använt kan implementeras i engelskan för att stärka elevernas språkinlärning. De digitala verktygen som används är oftast filmer, musik, kunskapsspel, där Youtube, SLI, British Council Kids/Teens, Elevspel, Bingel och Kahoot används som mest. Dock anser de flesta engelsklärarna i studien att papper och penna inte bör bytas ut mot digitala verktyg, utan digitala verktyg är och bör vara ett komplement i språkundervisningen.
57

Realizace komponentového modelu DEECo a jeho aplikace v simulacích virtuálních světů / Reification of the DEECo component model and its application in virtual-world simulations

Forch, Jan January 2013 (has links)
In the domain of dynamically evolving distributed systems composed of autonomous and (self-) adaptive components, the task of systematically managing the design complexity of their communication and composition is a pressing issue. This stems from the dynamic nature of such systems, where components and their bindings may appear and disappear without anticipation. As one way of addressing the challenge, [15] proposes a new component model (called DEECo), which features separation of concerns via a mechanism of dynamic implicit bindings with implicit communication. This leads to introduction of autonomous components and their dynamic interaction groups (called ensembles). The goal of the thesis is to reify the DEECo concepts and paradigms in a Java-based implementation connected to a simulation of a virtual world. As such, the thesis should provide a platform for experimentation with DEECo-based applications.
58

The virtual experience: A qualitative study among young adults on their perception of Facebook Metaverse / Den virtuella upplevelsen: En kvalitativ studie bland unga vuxna om deras uppfattning av Facebook Metaverse

Israel, Wasaja January 2022 (has links)
This thesis investigates reactions of young people in Malmö-Sweden about the proposed Facebook Metaverse. Gauging young people’s association/reactions about Facebook Metaverse before its practical existence is the study's main focus. The thesis assesses Web 2.0 as a pivotal mark that enabled development of social networks and virtual worlds like Facebook Metaverse. Through qualitative interviews and semiotic analysis in data collection, three main themes became noted as both theoretical perspectives and findings of the study that entails the young people's opinions on the soon to be launched Facebook Metaverse. The 3 themes are; Connectivity &amp; interactivity, Anonymity and identity, and Datafication, privacy &amp; commercialisation. The results highlight pros and cons with the Facebook metaverse that encompasses risks of intrusive data collection, possibilities for self-empowerment through avatars and new ways of communicating. The thesis concludes with a created artifact/altered video that presents a critical aspect of Mark Zuckerberg’s version of the Facebook Metaverse informed by the research. / Young adults’ perception of Facebook Metaverse in less than 11 minutes
59

Nuotolinio bendravimo ir bendradarbiavimo priemonių analizė / Analysis of distance communication and collaboration tools

Butkutė, Viktorija 09 July 2011 (has links)
Nuotolinio bendravimo ir bendradarbiavimo priemonės – tai Web 2.0 aplinkos, leidžiančios naudotojams sąveikauti, kurti turinį ir juo dalintis. Šiose priemonės naudotojai nebe pasyviai vartoja pateiktą informaciją, o sukuria didžiąją dalį turinio. Trimačiai virtualieji, priklausantys nuotolinio bendravimo ir bendradarbiavimo priemonių grupei, išsiskiria navigacine sistema, naudotojo atliekamomis užduotimis ir naudotojų bei virtualių objektų sąveikos būdais. Tradicinės programinės įrangos panaudojamumo vertinimo metodikos neapima šių specifinių virtualiųjų pasaulių apsektų, todėl magistro baigiamajame darbe atlikta išsami nuotolinio bendravimo ir bendradarbiavimo priemonių panaudojamumo analizė, kurios pagrindu kuriama trimačių virtualiųjų pasaulių panaudojamumo vertinimo metodika. Kuriant šią metodiką taip pat panaudoti atlikto naudotojų patirčių tyrimo rezultatai. Aprašytas euristinis vertinimas taikytas pasirinktiems trimačiams virtualiesiems pasauliams ir tokiu būdu metodikos aktualumas pagrįstas ne tik teorinėmis prielaidomis, bet ir praktinio tyrimo rezultatais. / Online communication and collaborations tools are Web 2.0 applications, which allows users’ interaction, content creation and sharing. In contrast to websites where users are limited to the passive viewing of information, these tools are dependent on content which is created by users. Online virtual worlds belongs to the group of online communication and collaborations tools and distinguishes by navigational system, user tasks and manners of interaction between users and objects. Traditional methodologies do not cover these specific aspects. Therefore this paper presents the thorough analysis of online communication and collaboration tools usability. On the basis of this analysis, there is a methodology created for evaluation online virtual world’s usability. Development of this methodology required the results of literature review analysis and performed users experience research. Described heuristic assessment was applied for chosen online virtual worlds, thus the relevance of methodology was reasoned not only by theoretical assumptions, but by results of practical research as well.
60

Nodes relacionals en el model Second Life. Producció i singularitat

Serra Navarro, David 19 June 2012 (has links)
The virtual worlds realms constitute a new space for exploration in which new forms of communication, production and consumption are generated. The presence of these platforms, based on social interaction, is becoming a focus of research for future social, educational and/or economic applications, but it is also a reflection in real time of an online cultural reality. In the diversity of the existing scenarios, the interest of this research is framed in the uniqueness of the Second Life metaverse. By means of a transverse perspective, in which the different conceptual nodes intersect, the principal sociocultural characteristics which nourish this virtual ecosystem have been selected. Meanwhile, a radius of symbolic and productive action by its users has been established, with the aim of defining and understanding its natural growth and of highlighting its specific features. Understanding this medium may lead us to consider new challenges and alternative virtual environments in a design which takes into account the cultural spectrum of the community that inhabits it. / Els mons virtuals constitueixen un nou espai d'exploració en el que s'hi generen noves formes de comunicació, producció i consum. La presència d'aquestes plataformes, fonamentades en la interacció social, esdevenen un focus d'investigació per a futures aplicacions socials, educatives i/o econòmiques, però també són un reflex en temps real d'una realitat cultural en línia. En la diversitat de propostes existents, l'interès d'aquesta recerca queda emmarcat en la singularitat del metavers Second Life. Mitjançant una perspectiva transversal, en la que diferents nodes conceptuals s'interseccionen, s'han seleccionat les principals característiques socioculturals que nodreixen aquest ecosistema virtual; alhora s'ha establert un radi d'acció simbòlic i productiu dels seus usuaris, amb la finalitat de delimitar i comprendre el seu creixement natural, així com destacar-ne els seus trets específics. L'enteniment d'aquest medi, pot acostar-nos a plantejar nous reptes i entorns virtuals alternatius en un disseny que tingui en compte l'espectre cultural de la comunitat que l'habita.

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