• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 151
  • 28
  • 25
  • 13
  • 13
  • 12
  • 11
  • 8
  • 4
  • 3
  • 2
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 335
  • 47
  • 44
  • 34
  • 33
  • 33
  • 33
  • 32
  • 29
  • 29
  • 28
  • 27
  • 27
  • 26
  • 26
  • 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.
321

Global Crowdsourcing for Climate Change: Citizen engagement in environmental monitoring : An exploratory case study of breaking a world record with drones

Aguilera Bezrokov, Yambot, Bouman, Jennifer January 2022 (has links)
The rise of crowdsourcing practices has revolutionized the way in which organizational tasks can be performed. One application of crowdsourcing that has been receiving growing attention over the past decade is using the crowd to collect environmental data that is needed to monitor, manage and predict environmental events. Most projects are still in their initial stages and since these projects often require high levels of citizen participation, there is a need to better understand the motivations for individuals to(dis)engage in these crowdsourcing projects, especially when long-term participation is required. Therefore, the aim of this thesis is to explore the motivations of individuals that participated in a crowdsourcing project for environmental data collection. Building on Self-Determination Theory, Social Exchange Theory and Social Identity theory, a case was studied of an organization that successfully motivated citizens from all over the world to use their drones to collect geographic climate data. In total, ten interviews were conducted with the drone-operators. The findings suggest that participants felt intrinsically motivated to engage because they wanted to do good, cared about climate change and were passionate about flying drones. Additionally, they experienced extrinsic motivations such as the possibility of gaining future job offers, recognition, and experience. Moreover, since participation was deemed relatively easy and straightforward, costs of participation were low and outweighed by the benefits. Finally, feeling part of a wider community made the participants more motivated to engage. Using crowdsourcing to collect environmental data on a wider spatiotemporal scale can help guide policy-making that mitigates or manages the impacts of climate change. Future projects would benefit from more and diversified research that support the design of long-term participation schemes, as the success of the projects depends on the level of citizen engagement.
322

Best way to go? Intriguing citizens to investigate what is behind smart city technologies

Tachtler, Franziska Maria January 2016 (has links)
The topic of smart cities is growing in importance. However, a field study in the city of Malmö, Sweden shows that there is a discrepancy between the ongoing activities of urban planners and companies using analytical and digital tools to interpret humans’ behavior and preferences on the one hand, and the visibility of these developments in public spaces on the other. Citizens are affected by the invisible data and software not only when they use an application, but also when their living space is transformed. By Research through Design, this thesis examines ways of triggering discussion about smart city issues, which are hidden in software and code. In this thesis, a specific solution is developed: a public, tangible, and interactive visualization in the form of an interactive signpost. The final, partly functioning prototype is mountable in public places and points in the direction of the most beautiful walking path. The design refers to a smart city application that analyzes geo-tagged locative media and thereby predicts the beauty and security of a place.The aim is to trigger discussion about the contradictory issue of software interpreting the beauty of a place. Through its tangible, non-digital, and temporary character, the interactive representation encourages passers-by to interact with the prototype.
323

Web Migration Revisited: Addressing Effort and Risk Concerns

Heil, Sebastian 25 February 2021 (has links)
Web Systems are widely used and accepted due to their advantages over traditional desktop applications. Modernization of existing non-Web software towards the Web, however, is a complex and challenging task due to Legacy System characteristics. Independent Software Vendors are struggling to commence Web Migration because of the involved effort and risk. Through systematic field research and problem analysis, this situation is further analyzed, deriving a set of requirements that represent the effort and risk concerns and are used to assess the state of the art in the field. Existing Web Migration research exhibits gaps concerning dedicated approaches for the initial phase and feasibility of the proposed strategies with limited resources and expertise. This thesis proposes a solution to address the shortcomings above and support Independent Software Vendors to commence Web Migration, focusing on effort and risk. The main idea is to provide a set of dedicated solutions to close the identified gaps in the form of a methodology and a supporting toolsuite that transfer paradigms successfully solving similar problems in other areas of computer science into the Web Migration domain. These solutions constitute the proposed approach called Agile Web Migration for SMEs (AWSM), consisting of methods, tools, principles, and formalisms for reverse engineering, risk management, customer impact control, and migration strategy selection. The thesis describes the research on the devised ideas in the context of a collaboration project with an Independent Software Vendor. Applicability and feasibility of the concepts are demonstrated in several evaluation experiments, integrating empirical user studies and objective measurements. The thesis concludes with an evaluation based on requirements assessment and application of the solutions in the application scenario, and it provides an outlook towards future work.:1 Introduction 2 Requirements Analysis 3 State of the Art 4 Addressing Effort and Risk Concerns in Web Migration 5 AWSM Reverse Engineering Method 6 AWSM Risk Management Method 7 AWSM Customer Impact Control Method 8 Evaluation 9 Conclusion and Outlook / Web-basierte Software-Systeme werden weithin verwendet und akzeptiert aufgrund ihrer Vorteile gegenüber traditionellen Desktopanwendungen. Die Modernisierung von Nicht-Web-Software zu Web-Software stellt jedoch wegen der Charakteristika von Legacy-Systemen eine komplexe und herausfordernde Aufgabe dar. Unabhängigen Softwareproduzenten (Independent Software Vendors) fällt es schwer, Web Migration zu initiieren aufgrund des damit einhergehenden Aufwands und Risikos. Durch systematische Primärerhebungen und Problemanalyse wird diese Situation weitergehend untersucht und eine Reihe von Anforderungen abgeleitet, welche die Aufwands- und Riskobedenken repräsentieren und verwendet werden, um den Stand der Technik in diesem Gebiet zu bewerten. Existierende Web Migration Forschung weist Mängel hinsichtlich von dedizierten Ansätzen für die initiale Phase und der Machbarkeit der vorgeschlagenen Strategien mit begrenzten Ressourcen und begrenzter Expertise auf. Diese Dissertation schlägt eine Lösung für die oben ausgeführten Mängel vor, um unabhängige Softwareproduzenten bei der Initiierung einer Web Migration zu unterstützen, welche sich auf ihre Bedenken bezüglich des Aufwands und Risikos fokussiert. Die Grundidee ist es eine Sammlung von dedizierten Lösungen für die identifizierten Mängel in Form einer Methodologie und einer Reihe von unterstützenden Werkzeugen anzubieten, welche Paradigmen, die erfolgreich ähnliche Probleme in anderen Gebieten der Informatik lösen konnten, in die Web Migration Domäne transferieren. Diese Lösungen ergeben den vorgeschlagenen Ansatz, Agile Web Migration for SMEs (AWSM), welcher aus Methoden, Werkzeugen, Prinzipien und Formalismen für Reverse Engineering, Riskomanagement, Customer Impact Control und Migrationsstrategieauswahl bestehen. Die Dissertation beschreibt die Forschung an den im Rahmen einer Industriekooperation mit einem unabhängigen Softwareproduzenten entwickelten Ideen. Anwendbarkeit und Machbarkeit der Konzepte werden in mehreren Evaluationsexperimenten, welche empirische Nutzerstudien mit objektiven Messungen verbinden, demonstriert. Die Dissertation schließt mit einer bewertenden Evaluation basierend auf den Anforderungen und auf dem Einsatz der Lösungen im Anwendungsszenario, sowie einem Ausblick auf weiterführende Arbeiten.:1 Introduction 2 Requirements Analysis 3 State of the Art 4 Addressing Effort and Risk Concerns in Web Migration 5 AWSM Reverse Engineering Method 6 AWSM Risk Management Method 7 AWSM Customer Impact Control Method 8 Evaluation 9 Conclusion and Outlook
324

Frihetens rike : Wikipedianer om sin praktik, sitt produktionssätt och kapitalismen

Lund, Arwid January 2015 (has links)
This study is about voluntary productive activities in digital networks and on digital platforms that often are described as pleasur­able. The aim of the study is to relate the peer producers’ perceptions of their activities on a micro level in terms of play, game, work and labour, to their views on Wikipedia’s relation to capitalism on a macro level, to compare the identified ideological formations on both levels and how they relate to each other, and finally compare the identi­fied ideological formations with contemporary Marxist theory on cognitive capitalism. The intention is to perform a critical evaluation of the economic role of peer production in society.Qualitative and semi-structured interviews with eight Wikipedians active within the Swedish language version of Wikipedia con­stitute the empirical base of the study together with one public lecture by a Wikipedian on the encyclopaedia and a selection of pages in the encyclopaedia that are text analysed. The transcribed interviews have been analysed using a version of ideological analysis as it has been developed by the Gothenburg School. The views on the peer producing activities on the micro level has been analysed in a dialecti­cal way but is also grounded in a specific field model.Six ideological formations are identified in the empirical material. On the micro level: the peripheral, bottom-up- and top-down-formation, on the macro level: the Californian alikeness ideology, communism of capital and capitalism of communism. Communism of capital has two sides to it: one stresses the synergies and the other the conflicts between the two phenomena. The formations on the macro level conform broadly to contemporary Marxist theory, but there are important differ­ences as well. The study results in a hypothesis that the critical side of communism of capital and the peripheral and bottom-up-formation could help to further a more sustainable capitalism of communism, and counteract a deeper integra­tion of the top-down-formation with Californian alikeness ideology. The latter is the main risk of capitalist co-optation of the peer produc­tion that is underway as the manifestly dominant formations on the macro level are Californian alikeness ideology and communism of capital. / <p>©<strong> </strong>2015 Arwid Lund, used under a Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 license: http://creativecommons.org/licenses/by-nc-nd/3.0/</p><p></p>
325

Networked cultural production : filmmaking in the Wreckamovie community

Hjorth, Isis Amelie January 2014 (has links)
This thesis challenges core assumptions associated with the peer production of culture using the web-based collaborative film production platform Wreckamovie to understand how peer production works in practice. Active cultural participation is a growing political priority for many governments and cultural bodies, but these priorities are often implemented without a basis in empirical evidence, making it necessary for rigorous scholarship to tackle emerging networked cultural production. Existing work portrays peer production efforts as unrealistically distinct from proprietary, market-based production, incorrectly suggesting that peer production allows distributed, non-monetarily motivated, collaboration between self-selected individuals in hierarchy-free communities. In overcoming these assumptions, this thesis contributes to the development of a consolidated theoretical framework encompassing the complicated and multifaceted nature of networked cultural production. This theoretical framing extends Bourdieu’s theory of cultural production and reconciles it with Becker’s Art Worlds framework, and further embeds and draws on Benkler’s notion of commons-based peer production. Concretely, this research tackles the emergence of new collaborative production models enabled by networked technologies, and theorizes the tensions and challenges characterizing such production forms. Secondly, this thesis redefines cultural participation and considers the divisions of labour in online filmmaking materializing from the interactions between professional and non-professional filmmakers. Finally, this study considers the social economies surrounding networked cultural production, including crowdfunding, and characterizes associated conversions of capital, such as the conversion of symbolic capital into financial capital. Methodologically, this thesis employs an embedded case study strategy. It examines four feature film productions facilitated by the online platform Wreckamovie, as well as the online community within which these productions are embedded. The four production cases have completed all production stages, and have resulted in completed cultural goods during the course of data collection. This study’s findings were derived from two and half years of participant observations, interviews with 29 Wreckamovie community and production members, and the examination of archived production-related discourses (2006-2013). Ultimately, this study makes concrete proposals towards a theory of networked cultural production with clear policy implications.
326

User Generated Content in Researching for Design: How the Internet Supports Creativity

Joyce, Alexandre 06 1900 (has links)
Résumé Cette recherche a débuté avec l’idée que l’Internet est en train de changer la manière dont nous créons des connaissances et du contenu culturel. Notre point de départ était d’utiliser l’Internet afin de rassembler et amplifier plusieurs points de vue dans un processus de design. Une approche complexe a exposé l’Internet comme un système et conséquemment comme une plateforme pour l’innovation. La structure ouverte de l’Internet a soutenu le mouvement participatif des usagers qui ont choisi de partager leurs besoins, leurs désirs et leurs solutions. Notre recherche a pour but d’étudier ce contenu généré par les usagers en ligne et comprendre sa valeur pour les designers. Les usagers créatifs veulent s’exprimer et participer activement dans le processus de design. Notre recherche tente de démontrer que les designers ont beaucoup à apprendre du contenu généré par les usagers car ceux-ci soumettent des éléments qui ont attrait à toutes les étapes du processus de design et révèlent des relations présentes dans la situation de design à l’étude. Pour en apprendre plus sur ce contenu nous nous demandons : Quel type d’information offre le contenu généré par les usagers pour la phase de recherche dans le processus de design. Afin de centrer la portée de l’étude, nous nous sommes aussi questionné si cette information est plus pertinente au design de produits, au design de services ou au design de système de produits et de services. Aspirant aux idéaux du design participatif, notre méthodologie fut développée afin d’apprendre comment le contenu généré par les usagers pourrait influencer le processus de design. Pour ce faire, nous avons choisi de chercher sur l’Internet pour du contenu qui concerne la mobilité via l’usage d’une automobile. Les trois différents types de média considérés étaient les vidéos sur YouTube, les images sur Flickr et les textes sur Blogger. Afin de répondre à notre première question de recherche, nous nous sommes penchés sur deux éléments lorsque l’on recherche pour le design : les espaces de design et les relations de design. Premièrement, nous avons catégorisé le contenu récolté selon l’espace problème, créatif et solution. Deuxièmement, nous avons catégorisé le contenu dépendant de laquelle des relations de design elle démontrait soit une combinaison d’usagers, objets et contextes. Dans le but de répondre à la deuxième question de cette recherche, nous avons examiné trois types V de produits de design : les automobiles privées comme produit, le partage de voiture comme système de produit et de service, et le taxi comme service. Chaque élément pertinent généré par les usagés trouvé dans cette recherche fut catégorisé jusqu’à ce que l’on récolte 50 échantillons pour chaque combinaison de ces variables. Nous en sommes arrivés avec une matrice de 50 éléments de chaque produit de design, pour chacun des médias, puis catégorisé selon les espaces de design et les relations dans le design. Cette recherche démontre que l’Internet, comme médium, produit les conditions avantageuses pour que les usagers partagent de grandes quantités de contenu original et diversifié qui est pertinent aux situations de design. À partir de nos données de recherche, nous avons identifié des tendances dans le contenu généré par les usagers. Notamment, nous sommes en mesure d’affirmer que le contenu généré par les usagers offre de l’information pertinente à la recherche pour le design, et ce dans tous les espaces de design et toutes les relations de design. Il en fut de même pour les différentes issues du design car du contenu sur les produits, les systèmes de produits et de services et les services était présent et pertinent. Bref, nous avons démontré que l’Internet supporte la créativité et conséquemment il y abonde de contenu créatif produit par les usagers. Suivant dans les traces dessinées par d’autres chercheurs en design participatif, cette étude devrait être considérée comme un nouvel exemple des moyens qu’ont les designers pour percevoir les besoins tacites des usagers en leur permettant d’exprimer leurs idées. Alors que ceux-ci créent librement et intuitivement ainsi exposant leurs besoins, solutions et idées, les designers peuvent porter un regard de tierce partie sur les résultats. Jumelant des techniques comme le crowdsourcing et le brainstorming, nous avons créé une nouvelle activité et le néologisme : brainsourcing. En demeurant dans une forme de pratique réflexive, les designers peuvent réfléchir et ajouter au contenu généré par les usagers qui lui n’est pas biaisé par une éducation ou une culture du design. Ce processus est similaire au design participatif professionnel où le brainsourcing est une activité parallèle lorsque le designer fait des recherches pour le design. C’est cette perspective sur la somme des idées des participants qui peut contribuer à comprendre la complexité de la situation de design. VI Cette recherche a aussi soulevé des questions par rapport à l’effet de démocratisation de l’Internet. Bien que les usagers n’ont pas l’éducation, ni les habiletés des designers, ils aspirent à démocratiser le processus du design en voulant participer activement et en exposant leurs besoins, idées et solutions. Nous avons pu déterminer que les usagers n’étaient pas qualifiés pour entreprendre le processus complet du design comme les designers professionnels, mais nous avons observé directement la capacité des usagers à mettre de l’avant leur créativité. À propos de la relation entre les usagers créatifs et les designers, nous avons étudié des langages communs tels les scénarios et les prototypes. Tous deux sont présents dans le contenu généré par les usagers que nous avons récolté dans nos recherches sur Internet. Ceci nous a mené vers une nouvelle perspective sur l’activité du design où des opportunités créatives ressortent d’une conversation avec les usagers. Cette recherche a dévoilé de grandes tendances dans la manière dont les usagers communiquent naturellement dans un processus de design. Nous espérons avoir offert un aperçu de comment les designers peuvent prendre avantage de tous les types de contenu généré par les usagers en ligne. Dans le futur, nous souhaitons que les designers aient la possibilité d’interagir avec les participants en prenant le rôle de facilitateur de la conversation. La responsabilité du résultat ne tombe pas sur les épaules du designer car son mandat est d’assurer le bon fonctionnement du processus. Les designers rejoignent les usagers en ne demandant plus comment les choses peuvent être créées, mais pourquoi elles devraient exister. En tant que designers, nous aspirons à générer plus à partir de nouvelles connaissances, nous aspirons à créer plus de sens. Mots clés: Recherche en design, complexité, design participatif, contenu généré par les usagers, démocratisation, Internet, créativité, crowdsourcing, brainstorming, brainsourcing, réflexion-en-action. / Abstract This research started with the idea that the Internet is changing the way we gather knowledge and create content. The Internet was used to bring multiple points of views to interact and amplify each other within the design process. A complex approach helped understand the Internet as a system and consequently a platform for innovation. The Internet’s open structure led to a rise of participative users exposing their needs, wants and solutions. Our research has studied this user generated content over the Internet and its relevance to the design process. Creative users want to express themselves and to participate directly and proactively in the design development process. This research argues that designers have much to benefit from user generated content because users submit elements pertaining to all design spaces and reveal elements of the relationships present in a design situation under study. To learn more about this new content we ask: What type of information does user-generated content provide for researching for design? To further narrow the scope of this research, we also wondered: Is this information more pertinent to product design, service design or product service systems? In a participatory like effort, our methodology was developed to learn how user generated content could influence the design process. To do so, we chose to search over the Internet for content concerning mobility via the use of an automobile. The three different media types we considered were videos on YouTube, images on Flickr and text entries on Blogger. To answer our first research question, we focused our attention on two elements when researching for design: design spaces and design relationships. Firstly, we categorized the content we gathered between problem, creative and solution spaces. Secondly, we categorized the content depending on which design relationship it portrayed, thus affecting a combination of users, objects and contexts. To answer the second question of this research, we examined design outcomes of three types: private automobiles as a product, car sharing program as a product-service system, and taxis as a service. Each element of pertinent user generated content found in our research was categorized until we collected 50 samples for every combination of variables. We ended up with a matrix where 50 II elements of each design outcome had been collected in the form of each type of media and then categorized according to both design spaces and design relationships. This study has shown that the Internet as a medium produces the right conditions for users to share a large quantity of original and diverse content pertinent to a design situation. From our data collection, we were able to identify some trends in user generated content. More importantly, we can affirm that user generated content provides pertinent information when researching for design in all design spaces and design relationships. The same results were found for the outcomes of design as content relevant to products, product-service systems and services were all available and pertinent. In summary, we found that the Internet supports creativity and thus thrives on creative user content. Following in the path laid out by researchers in participatory design, this study should be considered as another example of a means for designers to perceive tacit needs by allowing for users to express their ideas. As the users create freely and intuitively while expressing their needs, solutions and ideas, the designers can have a third person point of view on the results. By combining techniques such as crowdsourcing and brainstorming, we have created a new activity and the neologism: brainsourcing. With some perspective on the sum of the participants’ ideas, the designers can better understand the complexity of the design situation. While remaining in a form of reflective practice, the designers can then reflect and add upon the users’ generated content which is unbiased by a design education or design culture. This process is similar to the professional participatory design process where we introduce brainsourcing as a similar activity. This research also raised the question whether the Internet could be democratizing the design process. Although users might not have the education and skills to be designers, they are democratizing the design process by participating actively and by exposing their needs, solutions and ideas. We determined that users weren’t undertaking the whole design process like professional designers but we observed that they were particularly creative. In light of this relationship between creative users and designers, we reviewed common languages, like scenarios and prototypes, which are III present in the user generated creative content we collected over the Internet. This led to a new point of view on the design activity where creative opportunities come from engaging a conversation with the users. This research has revealed many trends in the way users naturally communicate within a design process. In the end, we provided some insight on how designers can take advantage of all types of user generated content. In the future, we hope designers will be able to interact with participants while taking on the role of a facilitator of conversation, assuring the creative process is right. No longer are designers asking what products and services could be created, but why users would need it in the first place. Keywords: Design research, complexity, participatory design, user generated content, democratization, Internet, creativity, crowdsourcing, brainstorming, brainsourcing, reflection-in-action.
327

Computational studies of protein helix kinks

Wilman, Henry R. January 2014 (has links)
Kinks are functionally important structural features found in the alpha-helices of many proteins, particularly membrane proteins. Structurally, they are points at which a helix abruptly changes direction. Previous kink definition and identification methods often disagree with one another. Here I describe three novel methods to characterise kinks, which improve on existing approaches. First, Kink Finder, a computational method that consistently locates kinks and estimates the error in the kink angle. Second the B statistic, a statistically robust method for identifying kinks. Third, Alpha Helices Assessed by Humans, a crowdsourcing approach that provided a gold-standard data set on which to train and compare existing kink identification methods. In this thesis, I show that kinks are a feature of long -helices in both soluble and membrane proteins, rather than just transmembrane -helices. Characteristics of kinks in the two types of proteins are similar, with Proline being the dominant feature in both types of protein. In soluble proteins, kinked helices also have a clear structural preference in that they typically point into the solvent. I also explored the conservation of kinks in homologous proteins. I found examples of conserved and non-conserved kinks in both the helix pairs and the helix families. Helix pairs with non-conserved kinks generally have less similar sequences than helix pairs with conserved kinks. I identified helix families that show highly conserved kinks, and families that contain non-conserved kinks, suggesting that some kinks may be flexible points in protein structures.
328

Creative financing & strategies for mixed-income transit oriented development in Dallas, Texas

Partovi, Lauren Neda 12 December 2013 (has links)
This study evaluates the current environment for mixed-income transit oriented development along DART rail within the city limits of Dallas. A close look at income and racial disparity is used as the foundation for advocating for a more proactive and aggressive approach to the development of affordable units proximate to affordable transportation choices. Assembling financing for mixed-income TOD projects is especially challenging, and multiple layers of federal, state, and city funding mechanisms are required for achieving the capital requirements of the development. Both typical affordable housing funding methods and new and nontraditional funding methods for multifamily housing were researched and evaluated with the intention to propose possibilities for catalyzing development in DART station areas within the City of Dallas that have, to this point, experienced underdevelopment. / text
329

User Generated Content in Researching for Design: How the Internet Supports Creativity

Joyce, Alexandre 06 1900 (has links)
Résumé Cette recherche a débuté avec l’idée que l’Internet est en train de changer la manière dont nous créons des connaissances et du contenu culturel. Notre point de départ était d’utiliser l’Internet afin de rassembler et amplifier plusieurs points de vue dans un processus de design. Une approche complexe a exposé l’Internet comme un système et conséquemment comme une plateforme pour l’innovation. La structure ouverte de l’Internet a soutenu le mouvement participatif des usagers qui ont choisi de partager leurs besoins, leurs désirs et leurs solutions. Notre recherche a pour but d’étudier ce contenu généré par les usagers en ligne et comprendre sa valeur pour les designers. Les usagers créatifs veulent s’exprimer et participer activement dans le processus de design. Notre recherche tente de démontrer que les designers ont beaucoup à apprendre du contenu généré par les usagers car ceux-ci soumettent des éléments qui ont attrait à toutes les étapes du processus de design et révèlent des relations présentes dans la situation de design à l’étude. Pour en apprendre plus sur ce contenu nous nous demandons : Quel type d’information offre le contenu généré par les usagers pour la phase de recherche dans le processus de design. Afin de centrer la portée de l’étude, nous nous sommes aussi questionné si cette information est plus pertinente au design de produits, au design de services ou au design de système de produits et de services. Aspirant aux idéaux du design participatif, notre méthodologie fut développée afin d’apprendre comment le contenu généré par les usagers pourrait influencer le processus de design. Pour ce faire, nous avons choisi de chercher sur l’Internet pour du contenu qui concerne la mobilité via l’usage d’une automobile. Les trois différents types de média considérés étaient les vidéos sur YouTube, les images sur Flickr et les textes sur Blogger. Afin de répondre à notre première question de recherche, nous nous sommes penchés sur deux éléments lorsque l’on recherche pour le design : les espaces de design et les relations de design. Premièrement, nous avons catégorisé le contenu récolté selon l’espace problème, créatif et solution. Deuxièmement, nous avons catégorisé le contenu dépendant de laquelle des relations de design elle démontrait soit une combinaison d’usagers, objets et contextes. Dans le but de répondre à la deuxième question de cette recherche, nous avons examiné trois types V de produits de design : les automobiles privées comme produit, le partage de voiture comme système de produit et de service, et le taxi comme service. Chaque élément pertinent généré par les usagés trouvé dans cette recherche fut catégorisé jusqu’à ce que l’on récolte 50 échantillons pour chaque combinaison de ces variables. Nous en sommes arrivés avec une matrice de 50 éléments de chaque produit de design, pour chacun des médias, puis catégorisé selon les espaces de design et les relations dans le design. Cette recherche démontre que l’Internet, comme médium, produit les conditions avantageuses pour que les usagers partagent de grandes quantités de contenu original et diversifié qui est pertinent aux situations de design. À partir de nos données de recherche, nous avons identifié des tendances dans le contenu généré par les usagers. Notamment, nous sommes en mesure d’affirmer que le contenu généré par les usagers offre de l’information pertinente à la recherche pour le design, et ce dans tous les espaces de design et toutes les relations de design. Il en fut de même pour les différentes issues du design car du contenu sur les produits, les systèmes de produits et de services et les services était présent et pertinent. Bref, nous avons démontré que l’Internet supporte la créativité et conséquemment il y abonde de contenu créatif produit par les usagers. Suivant dans les traces dessinées par d’autres chercheurs en design participatif, cette étude devrait être considérée comme un nouvel exemple des moyens qu’ont les designers pour percevoir les besoins tacites des usagers en leur permettant d’exprimer leurs idées. Alors que ceux-ci créent librement et intuitivement ainsi exposant leurs besoins, solutions et idées, les designers peuvent porter un regard de tierce partie sur les résultats. Jumelant des techniques comme le crowdsourcing et le brainstorming, nous avons créé une nouvelle activité et le néologisme : brainsourcing. En demeurant dans une forme de pratique réflexive, les designers peuvent réfléchir et ajouter au contenu généré par les usagers qui lui n’est pas biaisé par une éducation ou une culture du design. Ce processus est similaire au design participatif professionnel où le brainsourcing est une activité parallèle lorsque le designer fait des recherches pour le design. C’est cette perspective sur la somme des idées des participants qui peut contribuer à comprendre la complexité de la situation de design. VI Cette recherche a aussi soulevé des questions par rapport à l’effet de démocratisation de l’Internet. Bien que les usagers n’ont pas l’éducation, ni les habiletés des designers, ils aspirent à démocratiser le processus du design en voulant participer activement et en exposant leurs besoins, idées et solutions. Nous avons pu déterminer que les usagers n’étaient pas qualifiés pour entreprendre le processus complet du design comme les designers professionnels, mais nous avons observé directement la capacité des usagers à mettre de l’avant leur créativité. À propos de la relation entre les usagers créatifs et les designers, nous avons étudié des langages communs tels les scénarios et les prototypes. Tous deux sont présents dans le contenu généré par les usagers que nous avons récolté dans nos recherches sur Internet. Ceci nous a mené vers une nouvelle perspective sur l’activité du design où des opportunités créatives ressortent d’une conversation avec les usagers. Cette recherche a dévoilé de grandes tendances dans la manière dont les usagers communiquent naturellement dans un processus de design. Nous espérons avoir offert un aperçu de comment les designers peuvent prendre avantage de tous les types de contenu généré par les usagers en ligne. Dans le futur, nous souhaitons que les designers aient la possibilité d’interagir avec les participants en prenant le rôle de facilitateur de la conversation. La responsabilité du résultat ne tombe pas sur les épaules du designer car son mandat est d’assurer le bon fonctionnement du processus. Les designers rejoignent les usagers en ne demandant plus comment les choses peuvent être créées, mais pourquoi elles devraient exister. En tant que designers, nous aspirons à générer plus à partir de nouvelles connaissances, nous aspirons à créer plus de sens. Mots clés: Recherche en design, complexité, design participatif, contenu généré par les usagers, démocratisation, Internet, créativité, crowdsourcing, brainstorming, brainsourcing, réflexion-en-action. / Abstract This research started with the idea that the Internet is changing the way we gather knowledge and create content. The Internet was used to bring multiple points of views to interact and amplify each other within the design process. A complex approach helped understand the Internet as a system and consequently a platform for innovation. The Internet’s open structure led to a rise of participative users exposing their needs, wants and solutions. Our research has studied this user generated content over the Internet and its relevance to the design process. Creative users want to express themselves and to participate directly and proactively in the design development process. This research argues that designers have much to benefit from user generated content because users submit elements pertaining to all design spaces and reveal elements of the relationships present in a design situation under study. To learn more about this new content we ask: What type of information does user-generated content provide for researching for design? To further narrow the scope of this research, we also wondered: Is this information more pertinent to product design, service design or product service systems? In a participatory like effort, our methodology was developed to learn how user generated content could influence the design process. To do so, we chose to search over the Internet for content concerning mobility via the use of an automobile. The three different media types we considered were videos on YouTube, images on Flickr and text entries on Blogger. To answer our first research question, we focused our attention on two elements when researching for design: design spaces and design relationships. Firstly, we categorized the content we gathered between problem, creative and solution spaces. Secondly, we categorized the content depending on which design relationship it portrayed, thus affecting a combination of users, objects and contexts. To answer the second question of this research, we examined design outcomes of three types: private automobiles as a product, car sharing program as a product-service system, and taxis as a service. Each element of pertinent user generated content found in our research was categorized until we collected 50 samples for every combination of variables. We ended up with a matrix where 50 II elements of each design outcome had been collected in the form of each type of media and then categorized according to both design spaces and design relationships. This study has shown that the Internet as a medium produces the right conditions for users to share a large quantity of original and diverse content pertinent to a design situation. From our data collection, we were able to identify some trends in user generated content. More importantly, we can affirm that user generated content provides pertinent information when researching for design in all design spaces and design relationships. The same results were found for the outcomes of design as content relevant to products, product-service systems and services were all available and pertinent. In summary, we found that the Internet supports creativity and thus thrives on creative user content. Following in the path laid out by researchers in participatory design, this study should be considered as another example of a means for designers to perceive tacit needs by allowing for users to express their ideas. As the users create freely and intuitively while expressing their needs, solutions and ideas, the designers can have a third person point of view on the results. By combining techniques such as crowdsourcing and brainstorming, we have created a new activity and the neologism: brainsourcing. With some perspective on the sum of the participants’ ideas, the designers can better understand the complexity of the design situation. While remaining in a form of reflective practice, the designers can then reflect and add upon the users’ generated content which is unbiased by a design education or design culture. This process is similar to the professional participatory design process where we introduce brainsourcing as a similar activity. This research also raised the question whether the Internet could be democratizing the design process. Although users might not have the education and skills to be designers, they are democratizing the design process by participating actively and by exposing their needs, solutions and ideas. We determined that users weren’t undertaking the whole design process like professional designers but we observed that they were particularly creative. In light of this relationship between creative users and designers, we reviewed common languages, like scenarios and prototypes, which are III present in the user generated creative content we collected over the Internet. This led to a new point of view on the design activity where creative opportunities come from engaging a conversation with the users. This research has revealed many trends in the way users naturally communicate within a design process. In the end, we provided some insight on how designers can take advantage of all types of user generated content. In the future, we hope designers will be able to interact with participants while taking on the role of a facilitator of conversation, assuring the creative process is right. No longer are designers asking what products and services could be created, but why users would need it in the first place. Keywords: Design research, complexity, participatory design, user generated content, democratization, Internet, creativity, crowdsourcing, brainstorming, brainsourcing, reflection-in-action.
330

Approximate Dynamic Programming and Reinforcement Learning - Algorithms, Analysis and an Application

Lakshminarayanan, Chandrashekar January 2015 (has links) (PDF)
Problems involving optimal sequential making in uncertain dynamic systems arise in domains such as engineering, science and economics. Such problems can often be cast in the framework of Markov Decision Process (MDP). Solving an MDP requires computing the optimal value function and the optimal policy. The idea of dynamic programming (DP) and the Bellman equation (BE) are at the heart of solution methods. The three important exact DP methods are value iteration, policy iteration and linear programming. The exact DP methods compute the optimal value function and the optimal policy. However, the exact DP methods are inadequate in practice because the state space is often large and in practice, one might have to resort to approximate methods that compute sub-optimal policies. Further, in certain cases, the system observations are known only in the form of noisy samples and we need to design algorithms that learn from these samples. In this thesis we study interesting theoretical questions pertaining to approximate and learning algorithms, and also present an interesting application of MDPs in the domain of crowd sourcing. Approximate Dynamic Programming (ADP) methods handle the issue of large state space by computing an approximate value function and/or a sub-optimal policy. In this thesis, we are concerned with conditions that result in provably good policies. Motivated by the limitations of the PBE in the conventional linear algebra, we study the PBE in the (min, +) linear algebra. It is a well known fact that deterministic optimal control problems with cost/reward criterion are (min, +)/(max, +) linear and ADP methods have been developed for such systems in literature. However, it is straightforward to show that infinite horizon discounted reward/cost MDPs are neither (min, +) nor (max, +) linear. We develop novel ADP schemes namely the Approximate Q Iteration (AQI) and Variational Approximate Q Iteration (VAQI), where the approximate solution is a (min, +) linear combination of a set of basis functions whose span constitutes a subsemimodule. We show that the new ADP methods are convergent and we present a bound on the performance of the sub-optimal policy. The Approximate Linear Program (ALP) makes use of linear function approximation (LFA) and offers theoretical performance guarantees. Nevertheless, the ALP is difficult to solve due to the presence of a large number of constraints and in practice, a reduced linear program (RLP) is solved instead. The RLP has a tractable number of constraints sampled from the original constraints of the ALP. Though the RLP is known to perform well in experiments, theoretical guarantees are available only for a specific RLP obtained under idealized assumptions. In this thesis, we generalize the RLP to define a generalized reduced linear program (GRLP) which has a tractable number of constraints that are obtained as positive linear combinations of the original constraints of the ALP. The main contribution here is the novel theoretical framework developed to obtain error bounds for any given GRLP. Reinforcement Learning (RL) algorithms can be viewed as sample trajectory based solution methods for solving MDPs. Typically, RL algorithms that make use of stochastic approximation (SA) are iterative schemes taking small steps towards the desired value at each iteration. Actor-Critic algorithms form an important sub-class of RL algorithms, wherein, the critic is responsible for policy evaluation and the actor is responsible for policy improvement. The actor and critic iterations have deferent step-size schedules, in particular, the step-sizes used by the actor updates have to be generally much smaller than those used by the critic updates. Such SA schemes that use deferent step-size schedules for deferent sets of iterates are known as multitimescale stochastic approximation schemes. One of the most important conditions required to ensure the convergence of the iterates of a multi-timescale SA scheme is that the iterates need to be stable, i.e., they should be uniformly bounded almost surely. However, the conditions that imply the stability of the iterates in a multi-timescale SA scheme have not been well established. In this thesis, we provide veritable conditions that imply stability of two timescale stochastic approximation schemes. As an example, we also demonstrate that the stability of a widely used actor-critic RL algorithm follows from our analysis. Crowd sourcing (crowd) is a new mode of organizing work in multiple groups of smaller chunks of tasks and outsourcing them to a distributed and large group of people in the form of an open call. Recently, crowd sourcing has become a major pool for human intelligence tasks (HITs) such as image labeling, form digitization, natural language processing, machine translation evaluation and user surveys. Large organizations/requesters are increasingly interested in crowd sourcing the HITs generated out of their internal requirements. Task starvation leads to huge variation in the completion times of the tasks posted on to the crowd. This is an issue for frequent requesters desiring predictability in the completion times of tasks specified in terms of percentage of tasks completed within a stipulated amount of time. An important task attribute that affects the completion time of a task is its price. However, a pricing policy that does not take the dynamics of the crowd into account might fail to achieve the desired predictability in completion times. Here, we make use of the MDP framework to compute a pricing policy that achieves predictable completion times in simulations as well as real world experiments.

Page generated in 0.0931 seconds