Spelling suggestions: "subject:"anthropomorphic""
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Názory odborné a laické veřejnosti na chov různých skupin savců v podmínkách zoologických zahrad / Attitudes of zoologists and general public on breeding of different groups of mammals kept in zooVágnerová, Kristýna January 2016 (has links)
The aim of the thesis is to answer the question how differ the attitudes of zoologists and general public on suitability of various mammals kept in zoos. The theory of cultural stereotypes is theoretical starting point where i assume that evaluation is influenced on the basis of cultural stereotypes among general public (n = 100) versus expert evaluation of graduates of zoology (n = 60). Questionnaire with a scale enumeration concerning the assessment of the suitability of selected groups of mammals for breeding in zoos was used as the main data collection instrument. Results of the survey showed that experts evaluated the suitability of mamals for breeding in zoo more positive than laymens in general. According general public were equines and rodents rated as relatively unsuitable for breeding in zoos in comparison with expert evaluation. Elephant, orangutan, platypus, tiger, bear and cheetah were rated as relatively suitable for breeding in zoos by general public against expert evaluation. The possible interpretation might be that these mammals belong to the most popular and therefore respondents want to experience personal contact with them. Statistical testing found no gender differences in the rating. Key words: zoos, public attitudes, zoologists' attitudes, mammals, cultural stereotypes,...
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Clasificación de personajes antropomorfos utilizados en los videojuegos móviles entre los años 2014-2018 / Classification of anthropomorphic characters used in mobile video games between 2014 - 2018Carmona Rodriguez, Marco Stephano 27 November 2019 (has links)
Esta investigación busca estructurar un sistema clasificatorio para los personajes antropomorfos utilizados en los videojuegos móviles. Es a base de esta premisa que se propone la viabilidad de generar una clasificación que responde a procesos gráficos empleados al momento de desarrollar personajes antropomorfos para videojuegos, los cuales van a permitir identificar su razón e intención comunicativa como elemento visual.
Para lograr este objetivo se analizó un total de cuatro juegos móviles con distintos ejes temáticos, proceso que toma en consideración premisas sugeridas por clasificaciones en otras áreas de estudio en torno al antropomorfismo. A su vez, esta información se complementa con entrevistas hechas a expertos en áreas de conocimiento pertinentes a la investigación, con el fin de complementar la información adquirida.
Producto de estos análisis, se obtuvo como principal resultado un grupo de constantes que responden a las atribuciones emocionales, físicas e incorporaciones de factores contextuales que permitirían generar un sistema de clasificación funcional. Finalmente, se pudo concluir que la ejecución de estos personajes integra procesos de desarrollo y conceptualización similar a los utilizados en el diseño gráfico, además, también se logró identificar prácticas que podrían afectar el proceso de comprensión del personaje y su percepción como pieza comunicativa. / This research seeks to structure a classification system for anthropomorphic characters used in mobile video games. It is based on this premise that we propose the feasibility of generating a classification that responds to graphic processes used when developing anthropomorphic characters for video games, which will allow us to identify their reason and communicative intention as a visual element.
To achieve this objective, a total of four mobile games with different thematic axes were analyzed, a process that takes into consideration premises suggested by classifications in other areas of study on anthropomorphism. At the same time, this information was complemented with interviews with experts in areas of knowledge relevant to the research, to complement the information acquired.
The main result of these analyses was a group of constants that respond to emotional and physical attributions and the incorporation of contextual factors that would allow the generation of a functional classification system. Finally, it was possible to conclude that the execution of these characters integrates development and conceptualization processes like those used in graphic design, in addition, it was also possible to identify practices that could affect the process of understanding the character and its perception as a communicative piece. / Trabajo de investigación
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Biologisk information i bilderböcker : En innehållsanalys av bilderböcker med och utan antropomorfa inslag. / Biological information in picture books : A content analysis of picture books with and without anthropomorphic elements.Sjödin, Judith January 2022 (has links)
Denna studie syftar till att belysa vilken biologisk information som finns i bilderböcker riktade till förskolebarn i åldern 3-6 år. Bilderböckerna har genom en innehållsanalys analyserats utifrån textens och bildens innehåll för att besvara syftet. Sammanlagt har 4 bilderböcker analyserats. Resultatet visar att bilderböckerna innehåller tydliga teman där ofta djur och växter skildras återkommande genom både text och bild. Majoriteten av bilderböckerna förmänskligade djuren i text men främst sker förmänskligandet genom illustrationerna. Bilderböckerna innehåller biologisk information som ofta berör djurens levnadssätt samt beskriver biologiska processer. Resultatet visar även att bilderböckernas innehåll varierar, någon bok beskrev biologiska föremål outsagt genom illustrationer, medan andra bilderböcker skildrade innehållet uttryckligt med hjälp av text och bild. Studien bidrar med kunskap om vilken biologisk information som bilderböcker kan innehålla samt vilka teman som är vanligt förekommande. Resultatet tyder på att bilderböcker kan vara användbart i förskolans undervisning förutsatt att pedagogerna har kunskaper gällande det innehåll bilderböcker presenterar. / This study aims to shed light on biological information that can be found in picture books targeted to preschool children aged 3-6 years. The picture books have been analyzed using a content analysis. Based on the text and picture content, 4 picture books have been analyzed with the purpose to answer the study’s aim. The results show that the picture books contain obvious themes where animals and plants often are described by both image and text. Most picture books depicted animals anthropomorphically in text, however most anthropomorphism in the picture books takes place though the pictures. Results also show that picture books contain biological information that often describes animals’ way of life and different biological processes. The results also show that the content of picture books varies. Some picture books described biological objects indirectly through illustrations, while other picture books described the content explicitly by using both text and pictures. The study contributes with knowledge of which biological information picture books have. Furthermore the study shows which themes are common in picture books aimed at preschoolers. The results indicate that picture books can be useful in preschool education, provided that preschool teachers are aware of the type of information that picture books present.
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Methodisch-systematische Analyse der Mensch-Maschine-BiomorphisierungMühlstedt, Jens, Pöschel, Katharina, Bullinger, Angelika C. January 2013 (has links)
Der Beitrag befasst sich mit einer ersten methodisch-systematischen Analyse der Biomorphisierung von Mensch-Maschine-Schnittstellen, also der Nutzung von biologischen Aktivitätsmustern für Signalkodierungen. Aufbauend auf Beispielen aus dem Alltag werden menschliche Eigenschaften, die sich zur Anthropomorphisierung und Biomorphisierung eignen, analysiert. Sodann werden geeignete Signalparameter zusammengestellt, die mit den technischen Ausgabemöglichkeiten und den dazugehörigen Signalen verbunden werden können. Beispielhaft wurde bei der Mensch-Maschine-Schnittstelle eines Geldautomaten eine Biomorphisierung deren Interaktionen vorgenommen. Ein Ausblick auf Folgeuntersuchungen, welche die Interaktionen evaluieren, schließt den Beitrag.
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Grammar and Glory: Eastern Orthodoxy, the "Resolute" Wittgenstein, and the Theology of Rowan WilliamsCox, D. Michael 03 June 2015 (has links)
No description available.
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I don’t know because I’m not a robot : I don’t know because I’m not a robot:A qualitative study exploring moral questions as a way to investigate the reasoning behind preschoolers’ mental state attribution to robotsAmcoff, Oscar January 2022 (has links)
Portrayals of artificially intelligent robots are becoming increasingly prevalent in children’s culture. This affects how children perceive robots, which have been found to affect the way children in school understand subjects like technology and programming. Since teachers need to know what influences their pupils' understanding of these subjects, we need to know how children’s preconceptions about robots affect the way they attribute mental states to them. We still know relatively little about how children do this. Based on the above, a qualitative approach was deemed fit. This study aimed to (1) investigate the reasoning and preconceptions underlying children’s mental state attribution to robots, and (2) explore the effectiveness of moral questions as a way to do this. 16 children aged 5- and 6 years old were asked to rate the mental states of four different robots while subsequently being asked to explain their answers. Half of the children were interviewed alone and half in small groups. A thematic analysis was conducted to analyze the qualitative data. Children’s mental state attribution was found to be influenced by preconceptions about robots as a group of entities lacking mental states. Children were found to perceive two robots, Atlas, and Nao, differently in various respects. This was argued to be because the children perceived these robots through archetypal frameworks. Moral questions were found successful as a way to spark reflective reasoning about the mental state attribution in the children.
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Stenhuggaregatan : en dissonant plats i Malmö / Stenhuggaregatan : a dissonant place in MalmöBjörk, Anna, Hannah Marcusson, Joel January 2024 (has links)
Vad är en plats? Bär alla platser på själar som kan observeras, kännas och förstås eller kan en plats urarta till en “icke-plats”, där den inte är något annat än dess nyligen applicerade etikett? Gråzonen mellan plats och “icke-plats” blir vag när det finns oklarheter om vad platser är och hur de bör identifieras korrekt. Om det finns en brist på förståelse kring begreppet plats, hur kan vi då förvänta oss att utveckla dem på ett respektfullt och ansvarsfullt sätt? I denna studie har två teorier med olika perspektiv gällande identifikation av en plats och urbant mellanrums identitet använts, detta för att förstå mellanrummet Stenhuggaregatan. Syftet med studien var att undersöka om ett fenomenologiskt och mer subjektivt perspektiv kan lyfta fram en djupare identitet, för ett mellanrum, som överskrider dess benämning som “icke-plats”. Syftet var även att förståelsen av platser ska kunna öka vid platsanalyser. Detta gjordes genom en abduktiv process. Deltagande observationer och empati-skapandet till Stenhuggaregatan, genom antropomorfisering av föremål, var studiens huvudsakliga metoder. Analysen resulterade i att Stenhuggaregatans identitet definierades som dissonant. Konsekvensen av resultatet tyder på att de begrepp som teorierna förser är missvisande vid definition och identifikation av en plats. / What is a place? Do all places bare souls that can be observed, felt, and understood or can a place devolve into a “non-place” where it has become nothing more than its newly applied label? The grey area between place and “non-place” becomes vague when there are uncertainties concerning what places are and how to properly identify them. If there exists a lack of understanding around the notion of place how can we then expect to develop them in a respectful and responsible manner? In this study, two theories that provide two differing perspectives concerning the identification of a place and an urban gap’s identity are used to understand the gap Stenhuggaregatan. The purpose of the study is to investigate if a phenomenological and more subjective perspective can illuminate an urban gap’s deeper identity that exceeds its label as a “non-place”. The aim was also to aid in an increased understanding of places during a site analysis. This was done through an abductive process. Participant observations and the empathy creation to Stenhuggaregtan through the anthropomorphization of objects were the main methods of the study. The analysis results in Stenhuggaregatan identity being defined as dissonant. The consequence of the result indicates that the notions provided by the theories are misleading when defining and identifying a place.
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Någon eller något? : En undersökning av djurgestaltning i tre skönlitterära verk / Someone or something? : An exploration of animal portrayal in three literary works.Holmgren, Sara January 2019 (has links)
This paper intends to examine animal portrayal in literature with the guidance of three literary works; Charlotte’s Web, The Call of the Wild and The Guest Cat. The overall purpose is to explore the representation of animals in text and see what it possibly could show about our – the humans – view of animals. Through this I investigate what we do when we interpret animals in text and how this portrayal can effect animals, with the help of a moral philosophical angle. I put focus on how the view of animals can be effected depending on if one sees animals as an object or a subject – someone or something. Questions used are: How are animals portrayed in this fiction? What can this portrayal show about our relationship with – and view of – animals? The analysis show consequences of both sides through the thought that both views still can be a sign of power over animals, since we never completely can understand animal’s thoughts or actions. I argue, however, that there still is a value to reflect about the animal in literature because it can demonstrate a shifting animal view and let us reflect not only about the animals in literature – but in the reality as well. / Denna uppsats ämnar undersöka djurs gestaltning i litteratur med vägledning av tre litterära verk; Charlotte’s Web, The Call of the Wild och Gästkatten. Det övergripande syftet är att undersöka representationen av djur i text och se vad de möjligtvis kan säga om vår – människans – djursyn. Genom detta undersöker jag vad vi gör när vi tolkar djur i text och hur denna gestaltning kan påverka djur, med hjälp av en moralfilosofisk vinkel. Denna vinkel lägger fokus på hur djursynen kan påverkas beroende på om man ser djur som objekt eller subjekt – någon eller något. Frågeställningarna är: Hur gestaltas djur i denna fiktion? Vad kan denna gestaltning säga om vår relation till – och syn på – djur? Analysen visar konsekvenser av båda sidor genom tanken att båda ändå kan vara ett tecken på makt eftersom vi aldrig helt kan förstå djurs tankar och handlingar. Jag argumenterar däremot att det ändå finns ett värde att reflektera kring djurbilden i litteratur eftersom det kan demonstrera en skiftande djursyn och låta oss reflektera kring djur inte bara i litteraturen – men i verkligheten.
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En spekulativ designstudie för kritisk reflektion kring människa-katt-förhållandet / A speculative design study for critical review of the human-cat-relationshipElmståhl, Elna January 2024 (has links)
Pet humanization leads to false analogies between animal and human needs. The animals are distorted into something they are not and treated accordingly, which leads to misunderstandings and mismanagement of animals. Compensating one's cat with cat toys as a result of guilt over insufficient interactive play is a case example. Compensation does not take into account the cat's attitude and perception of play as interactive play is irreplaceable for the cat's well-being. The study posed the question How can design create critical reflection of human relationships with cats in regard to feelings of guilt over cat ownership and compensation? With the aim of freeing consumption from the idea of the cat's welfare. The research question was answered with a design proposal consisting of an artifact that depicts a future alternative human-cat relationship. The artifact was produced through a design process based on speculative and multispecies design theory and method. Horizon scanning together with a literature search was used to create a credible future alternative human-cat relationship that highlights and reconciles species differences by emphasizing the cat as an animal. Somatic research and a survey was used to make interactions less rigid as a way to facilitate and support interactive play. Prototyping with a cat was used to ensure satisfactory interactive play was facilitated
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Hello Trivia Friend: Understanding Human-Agent Dynamics Through Design ProvocationMcNulty, Charlotte, Dalli, Kevin C January 2024 (has links)
This study leverages a critical provocation design approach to examine user interactions with intelligent agents, specifically focusing on how non-conventional agent behaviours impact user perceptions. By embedding playful, challenging, and mischievous elements into the user experience, the research aims to uncover insights that traditional methods might miss. The experimental design involved participants interacting with a trivia game agent named Trivia Friend, which intentionally provided false feedback to provoke reactions and gain insights on user perceptions. Key findings highlight the emotional spectrum elicited by the agent’s behaviour, ranging from frustration and mistrust to amusement and engagement. The study reveals that user perceptions of fairness and communication style are influenced by the agent’s provocations. Furthermore, the research underscores the importance of managing user expectations. A provocative design can stimulate engagement. However, real world implementations of intelligent agents must be designed with fairness and transparency to ensure positive user experiences. The study calls for incorporating efforts towards emotional understanding, clear communication, and ethical considerations when implementing socially capable intelligent agents. This research contributes to the development of adaptive, user-friendly, and ethically sound intelligent AI based agents by offering valuable insights into the complex dynamics of human-agent interactions.
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