• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 115
  • 112
  • 28
  • 19
  • 10
  • 7
  • 4
  • 3
  • 2
  • 2
  • 2
  • 2
  • 1
  • Tagged with
  • 343
  • 265
  • 112
  • 78
  • 65
  • 52
  • 47
  • 43
  • 38
  • 37
  • 37
  • 37
  • 34
  • 34
  • 31
  • 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.
331

As aprendizagens do público com deficiência visual: uma experiência de diálogo com a arte contemporânea

Kirst, Adriane Cristine 10 October 2010 (has links)
Made available in DSpace on 2016-12-08T16:19:07Z (GMT). No. of bitstreams: 1 bibliotecaDISS.pdf: 37142 bytes, checksum: 083aa1c735cca8e75432a7af14e6f682 (MD5) Previous issue date: 2010-10-10 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The purpose of this study is to analyze a research experience involving a group of visually impaired people in an inclusion process through contemporary art, with emphasis on these students learning process. In order to achieve this purpose, data from the Oficina de Arte: reflexões contemporâneas ( Art Workshop: contemporary reflections ) were collected and analyzed. a total of eight people participated in the ten meetings of this three-month workshop. This analysis is the result of reflections that came up during the period as an undergraduate student in a university extension project with a visually impaired group of people. This project entailed some mediation in an art museum, where it was possible to verify the non-presence of this audience in such places. To carry this study, a participative research of qualitative nature was applied. Therefore, data collected from the subjects researched; an investigation of contemporary art and its materials, poetics, contexts and works accessible to the visually impaired, and a pedagogical approach were all taken into consideration. The basic tools and materials used in contemporary art were adapted and analyzed as knowledge mediators in the workshop. For the investigation of the accessibility and inclusion of this audience, the participation of sighted people was requested in the same workshop. Thus, it was possible to establish relationships in the investigation with what concerns the learning process through contemporary art. This data analysis verified the following aspects: visually impaired people are able to appreciate contemporary art through multisensory learning and artwork that requires little or no adaptation; the inclusion may take place in art classes in formal and non-formal learning, with approaches that engage both visually impaired and sighted people / O objeto deste estudo é a análise de uma experiência de pesquisa com público com deficiência visual e sua inclusão por meio da arte contemporânea, com foco nas aprendizagens realizadas pelos estudantes. Foram, para tanto, coletados e analisados dados a partir da Oficina de Arte: reflexões contemporâneas , que contou com a participação de oito pessoas, em dez encontros, em um período de três meses. O presente estudo originou-se de inquietações surgidas no período de estudante de licenciatura e no trabalho em extensão universitária em um projeto com público deficiente visual, no qual ocorreram mediações em um museu de arte, possibilitando constatar a não frequência deste público nestes espaços. Para o desenvolvimento do estudo adotou-se a pesquisa participante, de natureza qualitativa. Assim sendo, organizaram-se os dados a partir do contexto dos pesquisados; investigou-se a arte contemporânea, seus materiais, poéticas, contextos e propostas que fossem acessíveis ao público com deficiência visual; teve-se como foco uma abordagem pedagógica em Arte. Os objetos do cotidiano presente na arte contemporânea foram adaptados e analisados, como mediadores de conhecimentos na oficina. Para que a acessibilidade e inclusão deste público fossem investigadas, na oficina de coleta de dados, optou-se pela participação de pessoas videntes, também. O que permitiu, estabelecer relações, no que diz respeito as aprendizagens por meio da arte contemporânea. Na análise de dados constatou-se, entre outros resultados, que os deficientes visuais podem conhecer a arte contemporânea por meio de aprendizagens multissensoriais e obras que necessitem de pouca ou nenhuma adaptação; que a inclusão pode acontecer nas aulas de Arte no ensino formal e não formal, utilizando-se abordagens que envolvam tanto os deficientes visuais quanto os videntes
332

Modèle attentionnel à deux étapes de la planification des mouvements de portée du bras et des saccades

Malienko, Anton 11 1900 (has links)
No description available.
333

A participatory approach to the development of specifications for a 3D puzzle for visually impaired and sighted users / Utveckling av specifikationer för ett 3D-pussel, för användare med eller utan synnedsättning, med hjälp av deltagande designmetodik

ALEXANDRAKIS, VASSILIS January 2016 (has links)
Det finns begränsad tillgång till pussel för personer med synfel (inklusive blinda personer). För att undersöka behovet av potentiella användare i 3D kartpussel och identifiera deras preferenser, behov och krav, användes en kvalitativ metod som på engelska kallas ”participatory design”. Projektet utfördes i Kreta och alla deltagare kom från ön. Då Icke-standardiserade subjekt användes i forskningsprojektet användes lämpliga tillgängliga metoder och kommunikationsvägar för att anpassa studien för denna grupp. Stor vikt lades ner på bakgrundsstudier, inklusive intervjuer med experter och undersökning av befintligt material inom detta ämne.  För att underlätta förståelsen av konceptet och skapa en gemensam referensram för alla deltagare gjordes funktionella 3D prototyper av  kartpussel föreställande Kreta. Prototyperna gjordes i trä, antingen tall eller MDF. Därefter organiserades fokusgrupper och intervjuer. I fokusgrupperna deltog vuxna och barn med synnedsättning. Aktiviteterna var scenariokreation, utvärdering av användarvänlighet och en enkätundersökning som fylldes in av de som kunde (personer med tillräckligt god syn).  Data som samlades analyserades med hjälp av kvalitativa och kvantitativa metoder. Resultatet av testerna visade potentiella användarvänlighetsproblem för prototyperna, de flesta relaterade till synskadade individers erfarenheter av linkande produkter. Dessutom identifierades deltagarnas preferenser och behov angående temat, storlek, material, typ av samband och andra faktorer av pusslet.  Resultaten visar att osäkerhet eller brist på bekräftelse huruvida pusselbitarna var lagda rätt eller fel var den största svårigheten bland deltagare med synnedsättning. Den mest populära metoden för låsning av pusselbitarna bland de med synnedsättning var ”fit in a frame” och ”magnets”. Majoriteten av deltagarna uppmuntrade att lägga till färger på pusslet och markera olika städer. Sex av åtta deltagare var intresserade av att köpa pussel liknande det som de testat. Av 22 icke synskadade personer svarade nio av dem att det är möjligt att de skulle köpa pusslet och elva svarade att det är väldigt möjligt att de skulle köpa tredimensionella pussel. Mer än hälften såg färger som ett tilläggselement på pusslet. De två mest populära låsningsmetoderna var ”loose contact” och ”fit in a frame”. Angående materialvalet, togs trä emot väl av både synskadade och icke-synskadade testpersoner. Träprototyper  var dock det enda tillgängliga under testet. Deltagare gav flera förslag angående temat, storlek och extra egenskaper för produkten. Det resulterade i att många idéer genererades under ”workshopen”. Utfall, problem och begränsningar relaterade till de använda metoderna diskuterades och rekommendationer för framtida studier gjordes. / There are a limited number of puzzles accessible to visually impaired people (including the blind population) and also limited 3D map-puzzles available in the market. In order to explore the interest of potential users in 3D map-puzzles and identify their preferences, needs and demands, a participatory design approach was adopted. The project took place in Crete and all participants came from the local population. Because of the non-standard population included in this research project (visually impaired people) accessible methods and means of communication had to be selected. Therefore an extensive background research was performed, including interviews with experts and a thorough study of existing knowledge and previous research in related fields.  Aiming to facilitate understanding of the concept and to provide a common point of reference for all participants, functional prototypes of a 3D map-puzzle of the island of Crete were developed and manufactured. Prototypes were made of wood, either Pine or MDF. Subsequently, focus group and interview sessions were organized. Visually impaired and sighted, adults and children, participated in these sessions which included usability testing of the prototypes, scenario creation and a questionnaire (for the sighted participants). Data collected in the conducted sessions were analyzed using qualitative and quantitative methods. The results revealed usability problems of the prototypes and provided signs of potential problems, most of them related to the use of similar products by visually impaired individuals. Additionally, preferences and needs of the participants about the theme, the size, the material, the type of connection and other elements of the puzzle, were identified. According to the findings, the most severe problem, occurring when visually impaired participants tried to assemble the puzzle, was the uncertainty or “lack of confirmation” whether pieces were assembled in the right way or not. The most popular connection types among visually impaired participants were “fit in a frame” and “magnet”. Additionally, the majority of visually impaired participants were in favor of adding colors on the puzzle and marks for the different cities. Regarding buying interest, six out of eight visually impaired participants stated that they would buy a puzzle like the one they tested. Out of the twenty-two sighted participants, nine answered that it is “possible” and eleven answered that it is “highly possible” to buy a 3D map-puzzle. More than half of the sighted participants selected colors as an additional element on the puzzle while the two most popular connection types were “loose contact” and “fit in a frame”. Regarding the material of the puzzle, wood was well accepted by both sighted and visually impaired participants. However, only prototypes made from wood were available to the participants.  Additionally, participants made various suggestions regarding the theme, the size and additional elements of a 3D puzzle. As a result, many ideas were produced during the sessions. Eventually, outcomes, problems and limitations related to the methods used during the study were discussed and recommendations for future work were made.
334

A participatory approach to the development of specifications for a 3D puzzle for visually impaired and sighted users / Utveckling av specifikationer för ett 3D-pussel, för användare med eller utan synnedsättning, med hjälp av deltagande designmetodik

ALEXANDRAKIS, VASSILIS January 2016 (has links)
Det finns begränsad tillgång till pussel för personer med synfel (inklusive blinda personer). För att undersöka behovet av potentiella användare i 3D kartpussel och identifiera deras preferenser, behov och krav, användes en kvalitativ metod som på engelska kallas ”participatory design”. Projektet utfördes i Kreta och alla deltagare kom från ön. Då Icke-standardiserade subjekt användes i forskningsprojektet användes lämpliga tillgängliga metoder och kommunikationsvägar för att anpassa studien för denna grupp. Stor vikt lades ner på bakgrundsstudier, inklusive intervjuer med experter och undersökning av befintligt material inom detta ämne.  För att underlätta förståelsen av konceptet och skapa en gemensam referensram för alla deltagare gjordes funktionella 3D prototyper av  kartpussel föreställande Kreta. Prototyperna gjordes i trä, antingen tall eller MDF. Därefter organiserades fokusgrupper och intervjuer. I fokusgrupperna deltog vuxna och barn med synnedsättning. Aktiviteterna var scenariokreation, utvärdering av användarvänlighet och en enkätundersökning som fylldes in av de som kunde (personer med tillräckligt god syn).  Data som samlades analyserades med hjälp av kvalitativa och kvantitativa metoder. Resultatet av testerna visade potentiella användarvänlighetsproblem för prototyperna, de flesta relaterade till synskadade individers erfarenheter av linkande produkter. Dessutom identifierades deltagarnas preferenser och behov angående temat, storlek, material, typ av samband och andra faktorer av pusslet.  Resultaten visar att osäkerhet eller brist på bekräftelse huruvida pusselbitarna var lagda rätt eller fel var den största svårigheten bland deltagare med synnedsättning. Den mest populära metoden för låsning av pusselbitarna bland de med synnedsättning var ”fit in a frame” och ”magnets”. Majoriteten av deltagarna uppmuntrade att lägga till färger på pusslet och markera olika städer. Sex av åtta deltagare var intresserade av att köpa pussel liknande det som de testat. Av 22 icke synskadade personer svarade nio av dem att det är möjligt att de skulle köpa pusslet och elva svarade att det är väldigt möjligt att de skulle köpa tredimensionella pussel. Mer än hälften såg färger som ett tilläggselement på pusslet. De två mest populära låsningsmetoderna var ”loose contact” och ”fit in a frame”. Angående materialvalet, togs trä emot väl av både synskadade och icke-synskadade testpersoner. Träprototyper  var dock det enda tillgängliga under testet. Deltagare gav flera förslag angående temat, storlek och extra egenskaper för produkten. Det resulterade i att många idéer genererades under ”workshopen”. Utfall, problem och begränsningar relaterade till de använda metoderna diskuterades och rekommendationer för framtida studier gjordes. / There are a limited number of puzzles accessible to visually impaired people (including the blind population) and also limited 3D map-puzzles available in the market. In order to explore the interest of potential users in 3D map-puzzles and identify their preferences, needs and demands, a participatory design approach was adopted. The project took place in Crete and all participants came from the local population. Because of the non-standard population included in this research project (visually impaired people) accessible methods and means of communication had to be selected. Therefore an extensive background research was performed, including interviews with experts and a thorough study of existing knowledge and previous research in related fields.  Aiming to facilitate understanding of the concept and to provide a common point of reference for all participants, functional prototypes of a 3D map-puzzle of the island of Crete were developed and manufactured. Prototypes were made of wood, either Pine or MDF. Subsequently, focus group and interview sessions were organized. Visually impaired and sighted, adults and children, participated in these sessions which included usability testing of the prototypes, scenario creation and a questionnaire (for the sighted participants). Data collected in the conducted sessions were analyzed using qualitative and quantitative methods. The results revealed usability problems of the prototypes and provided signs of potential problems, most of them related to the use of similar products by visually impaired individuals. Additionally, preferences and needs of the participants about the theme, the size, the material, the type of connection and other elements of the puzzle, were identified. According to the findings, the most severe problem, occurring when visually impaired participants tried to assemble the puzzle, was the uncertainty or “lack of confirmation” whether pieces were assembled in the right way or not. The most popular connection types among visually impaired participants were “fit in a frame” and “magnet”. Additionally, the majority of visually impaired participants were in favor of adding colors on the puzzle and marks for the different cities. Regarding buying interest, six out of eight visually impaired participants stated that they would buy a puzzle like the one they tested. Out of the twenty-two sighted participants, nine answered that it is “possible” and eleven answered that it is “highly possible” to buy a 3D map-puzzle. More than half of the sighted participants selected colors as an additional element on the puzzle while the two most popular connection types were “loose contact” and “fit in a frame”. Regarding the material of the puzzle, wood was well accepted by both sighted and visually impaired participants. However, only prototypes made from wood were available to the participants.  Additionally, participants made various suggestions regarding the theme, the size and additional elements of a 3D puzzle. As a result, many ideas were produced during the sessions. Eventually, outcomes, problems and limitations related to the methods used during the study were discussed and recommendations for future work were made.
335

Integrace handicapovaných dětí do knihoven / Integration of children with special needs into libraries

Navrátilová, Michaela January 2011 (has links)
(in English) The thesis deals with integration of children with special needs into libraries. It is precisely meant visually disabled, hearing impaired, physically and mentally handicapped children and children with specific learning disability as well. Integration of disabled people from general point of view is paid attention into the first part. The exact types of disability as well as their classification and specialties or chosen communication principles are presented here. Next, this thesis outlines some possibilities how to integrate those children into libraries and which types of services and programs should be designed and offered by libraries but the main target is to introduce the working methods with disabled children. There is a detail presentation of the integration project "Ruku v ruce" (Hand in Hand) in the thesis, which is realized in Jiří Mahen Library in Brno. The current state of librarian work with children with specific needs is outlined based on the realized survey. The questionnaires were sent to the selected libraries in South-Moravian Region. One chapter is quite deeply focused on games for disabled children and it significantly includes as the relaxing as group games which developing every single abilities, like memory, mind, speech, attention [Author's abstract].
336

Journeys Through Rough Country: An Ethnographic Study of Blind Adults Successfully Employed in American Corporations

Adams, Kirk 09 March 2019 (has links)
No description available.
337

DESIGN FOUNDATIONS FOR CONTENT-RICH ACOUSTIC INTERFACES: INVESTIGATING AUDEMES AS REFERENTIAL NON-SPEECH AUDIO CUES

Ferati, Mexhid Adem 16 November 2012 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / To access interactive systems, blind and visually impaired users can leverage their auditory senses by using non-speech sounds. The current structure of non-speech sounds, however, is geared toward conveying user interface operations (e.g., opening a file) rather than large theme-based information (e.g., a history passage) and, thus, is ill-suited to signify the complex meanings of primary learning material (e.g., books and websites). In order to address this problem, this dissertation introduces audemes, a new category of non-speech sounds, whose semiotic structure and flexibility open new horizons for facilitating the education of blind and visually impaired students. An experiment with 21 students from the Indiana School for the Blind and Visually Impaired (ISBVI) supports the hypothesis that audemes increase the retention of theme-based information. By acting as memory catalysts, audemes can play an important role in enhancing the aural interaction and navigation in future sound-based user interfaces. For this dissertation, I designed an Acoustic EDutainment INterface (AEDIN) that integrates audemes as a way by which to vividly anticipate text-to-speech theme-based information and, thus, act as innovative aural covers. The results of two iterative usability evaluations with total of 20 blind and visually impaired participants showed that AEDIN is a highly usable and enjoyable acoustic interface. Yet, designing well-formed audemes remains an ad hoc process because audeme creators can only rely on their intuition to generate meaningful and memorable sounds. In order to address this problem, this dissertation presents three experiments, each with 10 blind and visually impaired participants. The goal was to examine the optimal combination of audeme attributes, which can be used to facilitate accurate recognitions of audeme meanings. This work led to the creation of seven basic guidelines that can be used to design well-formed audemes. An interactive application tool (ASCOLTA: Advanced Support and Creation-Oriented Library Tool for Audemes) operationalized these guidelines to support individuals without an audio background in designing well-formed audemes. An informal evaluation conducted with three teachers from the ISBVI, supports the hypothesis that ASCOLTA is a useful tool by which to facilitate the integration of audemes into the teaching environment.
338

Contributions à la sonification d’image et à la classification de sons

Toffa, Ohini Kafui 11 1900 (has links)
L’objectif de cette thèse est d’étudier d’une part le problème de sonification d’image et de le solutionner à travers de nouveaux modèles de correspondance entre domaines visuel et sonore. D’autre part d’étudier le problème de la classification de son et de le résoudre avec des méthodes ayant fait leurs preuves dans le domaine de la reconnaissance d’image. La sonification d’image est la traduction de données d’image (forme, couleur, texture, objet) en sons. Il est utilisé dans les domaines de l’assistance visuelle et de l’accessibilité des images pour les personnes malvoyantes. En raison de sa complexité, un système de sonification d’image qui traduit correctement les données d’image en son de manière intuitive n’est pas facile à concevoir. Notre première contribution est de proposer un nouveau système de sonification d’image de bas-niveau qui utilise une approche hiérarchique basée sur les caractéristiques visuelles. Il traduit, à l’aide de notes musicales, la plupart des propriétés d’une image (couleur, gradient, contour, texture, région) vers le domaine audio, de manière très prévisible et donc est facilement ensuite décodable par l’être humain. Notre deuxième contribution est une application Android de sonification de haut niveau qui est complémentaire à notre première contribution car elle implémente la traduction des objets et du contenu sémantique de l’image. Il propose également une base de données pour la sonification d’image. Finalement dans le domaine de l’audio, notre dernière contribution généralise le motif binaire local (LBP) à 1D et le combine avec des descripteurs audio pour faire de la classification de sons environnementaux. La méthode proposée surpasse les résultats des méthodes qui utilisent des algorithmes d’apprentissage automatique classiques et est plus rapide que toutes les méthodes de réseau neuronal convolutif. Il représente un meilleur choix lorsqu’il y a une rareté des données ou une puissance de calcul minimale. / The objective of this thesis is to study on the one hand the problem of image sonification and to solve it through new models of mapping between visual and sound domains. On the other hand, to study the problem of sound classification and to solve it with methods which have proven track record in the field of image recognition. Image sonification is the translation of image data (shape, color, texture, objects) into sounds. It is used in vision assistance and image accessibility domains for visual impaired people. Due to its complexity, an image sonification system that properly conveys the image data to sound in an intuitive way is not easy to design. Our first contribution is to propose a new low-level image sonification system which uses an hierarchical visual feature-based approach to translate, usingmusical notes, most of the properties of an image (color, gradient, edge, texture, region) to the audio domain, in a very predictable way in which is then easily decodable by the human being. Our second contribution is a high-level sonification Android application which is complementary to our first contribution because it implements the translation to the audio domain of the objects and the semantic content of an image. It also proposes a dataset for an image sonification. Finally, in the audio domain, our third contribution generalizes the Local Binary Pattern (LBP) to 1D and combines it with audio features for an environmental sound classification task. The proposed method outperforms the results of methods that uses handcrafted features with classical machine learning algorithms and is faster than any convolutional neural network methods. It represents a better choice when there is data scarcity or minimal computing power.
339

Určení pozice kamery v reálném čase pro rozšířenou realitou / Real-time camera pose estimation for augmented reality

Szentandrási, István Unknown Date (has links)
Definované markery tvoří základ určování polohy kamery pro velké množství aplikací s rozšířenou realitou, v případě že jsou přísné požadavky na rychlost a robustnost. Tato práce popisuje účinnou metodu pro určení pózy kamery pomocí Uniformního pole markerů a několik realistických aplikací na bázi popsané metody. Metoda je velice výpočetně levná a poskytuje spolehlivou detekci pro několik výpočetních platforem, včetně běžných chytrých telefonů. Markery jako část zobrazené informace na monitorech jsou použité v této práci pro určení relativní orientaci mezi poskytovatelem obsahu a užívatelským zařízením, sloužícím pro výběr prvků užívatelského rozhraní při  interakci a migraci úkolů. Ve filmařském průmyslu poskytuje popsaná metoda pro zjištění polohy kamery jako součást klíčovaní pozadí filmářům živý náhled virtuální scény. Výsledky ukazují, že popsaná metoda pro detekci pole markerů má srovnatelnou úspěšnost a přesnost v porovnání s ostatními metodami na bázi markerů a je několikrát rýchlejší. Aplikace zahrnuté v této práci podle výsledků testů jsou životaschopné - rychlejší a levnější - alternativy k existujícím řešením.
340

Návrh a Aplikace Dvourozměrných Vizuálních Markerů pro Speciální Účely / Design and Applications of Special-Purpose Two-Dimensional Visual Markers

Zachariáš, Michal Unknown Date (has links)
Současné vizuální markerové systémy mají jednu zásadní nevýhodu oproti tzv. markerless přístupům - pohyb kamery je omezen na oblast pokrytou markery. V každém snímku musí být marker dostatečně velký, aby jej bylo možné identifikovat a vypočítat pozici a rotaci kamery. Zároveň musí být dostatečně malý, aby se celý (nebo alespoň jeho podstatná část) vešel do záběru kamery. Avšak tyto požadavky jsou protichůdné. Tato práce nabízí řešení tohoto problému za pomoci konceptu Marker Fields. Jde o strukturu, jejíž přítomnost je možné v obraze kamery snadno detekovat a identifikovat část, na kterou se kamera právě dívá, a to na základě jakékoli (malé) podoblasti s definovanou velikostí. Aby bylo možné podoblasti identifikovat zblízka i zdálky, nejsou od sebe odděleny, ale do velké míry se překrývají. V této práci jsou vysvětleny různé implementace konceptu marker fields, spolu s jejich zamýšleným použitím a výhodami a nevýhodami. Jako důkaz použitelnosti marker fields v reálném světě, se druhá největší část této práce věnuje popisu jejich reálných aplikací.

Page generated in 0.0492 seconds