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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

Vernichtetes Geld und vernichtendes Geld Das Geldmotiv in den zwei zeitgen??ssischen Romanen "Die Nacht der H??ndler" von Gert Heidenreich und "MOI" von Heiko Michael Hartmann

Martin, Christine January 2004 (has links)
The present work deals with the motif of money in contemporary German literature, taking as examples the two novels <i>Die Nacht der H??ndler</i> (1995) by Gert Heidenreich and <i>MOI</i> by Heiko Michael Hartmann (1997). This motif is investigated through an analysis based mainly on four monetary theories: Karl Marx's <i>Das Kapital</i>, Georg Simmel's <i>Philosophie des Geldes</i>, Niklas Luhmann's <i>Die Wirtschaft der Gesellschaft</i> and Jochen H??risch's <i>Kopf oder Zahl. Die Poesie des Geldes</i>. Additionally, theorists such as Jean Baudrillard and Marshall McLuhan will be included in the work. Both relatively recent narratives choose to depict money as subject to dysfunction, and by this means show the dependence of western society on the monetary system. Following Jochen H??risch's argument, this thesis shows that money is the leading medium of modern times: without it, the entire social system would collapse. Through its failure to function as expected, it becomes obvious that money (an artificial human invention) turns against its creator, since money is not only responsible for how people perceive reality but is also the determining factor for human conduct in western society. In depicting this dysfunction, both novels deal with money in its most prominent recent forms - in Heidenreich's novel, virtual money; in Hartmann's, the Euro. These new money form has a big impact on society, as the novels show. As <i>Die Nacht der H??ndler</i> demonstrates, money is nowadays the reality-generating medium, which has become congruent with the real reality (as far as it is generally perceivable). Money obscures reality; because it duplicates the world and yet remains an abstract medium, this doubling causes people to become estranged from the world, its objects and also themselves. This process culminates in the development of virtual money, which reduces everything to a binary code of zeroes and ones. The growing virtualization of other media further amplifies people's alienation. Because money is the ruling medium in our society, humanity is in the grasp of the "Midas touch," as described by Marshall McLuhan. Money encodes everything, even human conduct. According to Georg Simmel, in a monetarily-ruled society lack of character, recklessness and greediness increase, since this is what money requires. In a rationalized society one can only be successful who acts in selfish interests. The MOI-disease passed on by infected currency in Hartmann's novel is an ego-disease, because humans have become increasingly self-centered since the invention of money. Together with the new media, money causes the diminishment and brutalization of human relations, whereby the individual becomes more and more an object of money-ruled processes, as Hartmann in particular shows. Money thus destroys the subject. This thesis also shows, on the basis of the two novels, how money in modern times has come to replace the older medium of religion, as Jochen H??risch has argued. Money creates an alliance with the new electronic media, thus strengthening its reality-generating abilities. It is no longer religion that is responsible for giving meaning to our lives, but rather this new alliance. Both novels demand a return to cultural roots: Heidenreich does so by opposing the counting (<i>Zahlen/Z??hlen</i>) in modern society with the old medium of narration (<i>Erz??hlen</i>). Hartmann, on the other hand, comes to the conclusion that real knowledge can only be reached by religion and philosophy, since they show the way to one's own real self.
282

THE INFLUENCE OF A GLOBAL CORPORATE CULTURE ON THE LEADERSHIP OF VIRTUAL TEAMS

Zenic, Christopher 18 July 2016 (has links)
Companies from across the globe move from traditional towards virtual organisations to be able to respond effectively to developments and changes in the global economy. As a consequence, the leadership of virtual teams will evolve as one of the major challenges future leaders will have to face. Hence, this triggers a growing demand in knowledge and understanding of virtual teams from both science and practice. So far, there is only basic research available on key elements of virtual teaming and limited literature on the leadership of virtual teams. With the increasing significance of a corporate culture in organisations, science will want to investigate its impact on virtual team leadership. Shedding light into this matter is hence this dissertation\'s main objective. After a thorough literature review and a pre-study, a leading EURO STOXX 50 company which has rolled out a global corporate culture in the past years was investigated using interviews with experienced virtual team leaders. Their experiences from before and after the introduction of a global corporate culture were assessed and analysed. Finally, focus groups were conducted to validate the results. In order to provide a holistic picture of the influence of a global corporate culture on the leaders of virtual teams, each empirical component follows a three phase sequence. First, it seeks to understand the environment of a virtual team leader, aiming specifically at investigating how the corporate culture shifts the behaviour of virtual team members. In the next phase, it focuses on how virtual leaders then react to the shift in team member behaviour. The last phase focuses on how the leaders are directly influenced by the global corporate culture themselves. The results of the study show that a common global corporate culture positively influences the collaboration of virtual team members and increases harmony between them. This leads to higher team performance. In response to this shift in team behaviour as well as due to the direct impact of the corporate culture, the leader himself switches gradually from a transactional towards a transformational leadership style, thereby again increasing the performance of the team. The results of the empirical research are channelled into a final product, namely detailed best practices for virtual team leaders on how to develop themselves and their team into effective virtual collaborators. This model uses corporate culture as a catalyst.
283

The influence of a global corporate culture on the leadership of virtual teams

Zenic, Christopher 21 September 2016 (has links) (PDF)
Companies from across the globe move from traditional towards virtual organisations to be able to respond effectively to developments and changes in the global economy. As a consequence, the leadership of virtual teams will evolve as one of the major challenges future leaders will have to face. Hence, this triggers a growing demand in knowledge and understanding of virtual teams from both science and practice. So far, there is only basic research available on key elements of virtual teaming and limited literature on the leadership of virtual teams. With the increasing significance of a corporate culture in organisations, science will want to investigate its impact on virtual team leadership. Shedding light into this matter is hence this dissertation\'s main objective. After a thorough literature review and a pre-study, a leading EURO STOXX 50 company which has rolled out a global corporate culture in the past years was investigated using interviews with experienced virtual team leaders. Their experiences from before and after the introduction of a global corporate culture were assessed and analysed. Finally, focus groups were conducted to validate the results. In order to provide a holistic picture of the influence of a global corporate culture on the leaders of virtual teams, each empirical component follows a three phase sequence. First, it seeks to understand the environment of a virtual team leader, aiming specifically at investigating how the corporate culture shifts the behaviour of virtual team members. In the next phase, it focuses on how virtual leaders then react to the shift in team member behaviour. The last phase focuses on how the leaders are directly influenced by the global corporate culture themselves. The results of the study show that a common global corporate culture positively influences the collaboration of virtual team members and increases harmony between them. This leads to higher team performance. In response to this shift in team behaviour as well as due to the direct impact of the corporate culture, the leader himself switches gradually from a transactional towards a transformational leadership style, thereby again increasing the performance of the team. The results of the empirical research are channelled into a final product, namely detailed best practices for virtual team leaders on how to develop themselves and their team into effective virtual collaborators. This model uses corporate culture as a catalyst.
284

Realistic Machine Simulation with Virtual Reality

Neugebauer, R., Klimant, P., Witt, M. 15 September 2014 (has links) (PDF)
Today highly complex components are manufactured on NC-controlled machine tools. The NC programs, controlling these machines, are usually automatically generated by CAM software. This automatic processing is often erroneous. The VR-based realistic machine simulation, presented in this paper, extends the usual content of a machine simulation, like material removal and collision detection, by various new aspects. The coupling of a real NC unit allows the recognition and elimination of all process- as well as controller-caused errors. The integration of the multi-body simulation enables the consideration of inertia, machine rigidity and milling cutter deflection.
285

Erlebbarkeit von Anlagenkomponenten im Kontext Virtuelle Inbetriebnahme in virtuellen Umgebungen

Geiger, Andreas, Rehfeld, Ingolf, Rothenburg, Uwe, Stark, Rainer 10 December 2016 (has links) (PDF)
Aus der Einleitung "Der Einsatz von Virtual Reality (VR) Methoden in der Fabrikplanung und Absicherung ist bei großen produzierenden Unternehmen heute in allen Phasen des Produktentwicklungsprozesses (PEP) „State of the Art“ (Runde 2012). Virtual Reality ermöglicht die frühzeitige Visualisierung eines Entwicklungsstands in Originalgröße. Dadurch lassen sich Design- oder Konzeptentwürfe visualisieren, frühzeitig Fehler erkennen und Absicherungen hinsichtlich Ergonomie, oder Ein- und Ausbauuntersuchung durchführen (Rademacher, 2014). Diese Absicherungen, insbesondere die Prüfung von Produktionsanlagen wird heute vor allem mit statische Modellen durchgeführt (Westkämper & Runde 2006). Weiterhin resultiert die zunehmende Vernetzung und Intelligenz von Produktionsanlagen im Kontext von Industrie 4.0 in hochkomplexen Anlagensteuerungen. Zur frühzeitigen Überprüfung der Datenquellen bzw. Planungsdaten für die reale Anlage hinsichtlich ihrer Korrektheit, Vollständigkeit und Konsistenz bereits während der Entwicklung werden daher zunehmend auch Techniken der funktionellen Virtualisierung eingesetzt. ..."
286

ProVIL - Produktentwicklung im virtuellen Ideenlabor [Präsentationsfolien]

Albers, Albert, Bursac, Nikola, Walter, Benjamin, Hahn, Carsten, Schröder, Jan 20 December 2016 (has links) (PDF)
No description available.
287

Effet de l'exposition en réalité virtuelle sur les symptômes du trouble d'anxiété généralisée

Labbé Thibault, Pascal January 2017 (has links)
Le trouble d'anxiété généralisée (TAG) est très répandu et a des conséquences négatives sur l'individu et la société. La thérapie cognitivo comportementale (TCC) mène à une réduction des symptômes anxieux et des inquiétudes chez la majorité des individus, mais certains répondent moins bien à la TCC conventionnelle (Hanrahan, Field, Jones & Davey, 2013). L'exposition en imagination est une des composantes présentes dans plusieurs protocoles, mais son efficacité individuelle n'est pas clairement établie pour le TAG. L'exposition en réalité virtuelle a été démontrée comme étant efficace auprès d'une multitude de troubles anxieux, mais commence tout juste à être utilisée pour le traitement du TAG. Cette thèse vise à documenter l’efficacité de l’exposition à un scénario de réalité virtuelle en trois séances, auprès de participants présentant l'ensemble des symptômes du TAG et rapportant s’inquiéter significativement sur le thème de la santé (N = 29). Les analyses principales effectuées à l'aide d'analyses de variances (ANOVA) à mesures répétées comparant les résultats aux divers temps de mesures (prétest, post-test et suivi de deux mois) démontrent des améliorations significatives sur l'ensemble des mesures liées au TAG, dont la tendance à s'inquiéter, les symptômes du TAG, l'état d'anxiété et le trait d'anxiété. De plus, ces résultats se sont maintenus après deux mois et de nouvelles améliorations ont été identifiées pour la tendance à s'inquiéter et le trait d'anxiété. Des ANOVA à mesures répétées évaluant les changements de l'anxiété subjective au fils des séances suggèrent que l'exposition en réalité virtuelle à un scénario portant sur le thème de la santé a permis d'induire significativement de l'anxiété, que celle-ci a diminuée de manière significative au cours d'une même séance et au cours des trois séances. Aussi, l'analyse de l'évolution de la tendance à s'inquiéter indique qu'il y aurait une diminution significative de la tendance à s’inquiéter sur le thème de la santé au fils des séances, mais pas pour la tendance à s’inquiéter en général. Dans l'ensemble, ces résultats suggèrent la présence des indicateurs liée à l'habituation émotionnelle, soit l'activation physiologique et l'habituation inter-séance et intra-séance. La présence de ces indicateurs de l'habituation émotionnelle durant le traitement, les améliorations des symptômes du TAG suite au traitement et le maintien de ces dernières lors du suivi après deux mois soutiennent l'efficacité du traitement. L'étude comporte certaines forces : elle est la première à évaluer l'effet isolé de l'exposition en réalité virtuelle pour le traitement du TAG ainsi que la présence des indicateurs liés à l'habituation émotionnelle. De plus, elle s'intéresse aux abandons durant le traitement et à des éléments caractéristiques de l'exposition en réalité virtuelle tels que le sentiment de présence et les cybermalaises. Elle présente certaines limites telles que l'absence d'un groupe contrôle et d'une évaluation diagnostique différentielle. Cette étude ouvre la voie à de nouvelles études de traitement plus robustes et met en lumière le rôle que pourrait tenir l'exposition en réalité virtuelle dans le traitement du TAG.
288

How real is movement in virtual environments ?

Manfré Knaut, Luiz Alberto January 2008 (has links)
Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal.
289

Étude descriptive de l'environnement des écoliers à l'heure des leçons et des devoirs à la maison

Champagne-Tremblay, Micheline January 2003 (has links)
Mémoire numérisé par la Direction des bibliothèques de l'Université de Montréal.
290

La réalité virtuelle pour initier et contrôler la démarche chez des patients atteints de la maladie de Parkinson

Laberge, Philippe-Armand January 2005 (has links)
Mémoire numérisé par la Direction des bibliothèques de l'Université de Montréal.

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