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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
161

Sathya Sai Baba as Avatar: "His Story" and the History of an Idea

Spurr, Michael James January 2007 (has links)
I begin this thesis with a brief account of my meetings with popular South Indian guru Sathya Sai Baba (1926- ) and very brief a discussion of recent fraud and sexual abuse allegations that have been made against him. I note that one of the key factors involved in this, also accountable for his extraordinary popularity, is his divine persona-especially his self-proclaimed identity as "the avatar"-and I review previous academic studies pertaining to this. In contrast to most previous studies of Sathya Sai Baba, which align him primarily with Śaiva traditions and with the "Sai Baba movement", I note a strong (and long running) affinity in his ideas for Vaiṣṇava traditions (especially the Bhagavad-Gītā and the Bhāgavata-Purāṇa), and I add that his background as a member of a traditionally highly regarded bardic caste may have contributed to his divine persona. I further investigate this persona via a history of potentially parallel traditional and modern avatar ideas. I show something of the manner in which many of the avatar concepts and myths to which Sathya Sai Baba refers originated and developed, especially invoking the episteme of "resemblance", posited by Brian Smith, the idea of "inclusivism"-which I adapt from the work of Paul Hacker and Wilhelm Halbfass-and traditional (Sāṁkhya) processes of "distinction", "categorization", and "enumeration". In addition to these, I much refer to Max Weber's analysis of "pure types" of authority-traditional, charismatic, and rational-showing that Sathya Sai Baba draws upon all of these in legitimating his claim to be "the avatar". I also show that his divine persona draws upon a strong affinity that he exhibits for advaita ("non-dualism"), especially that of Śaṅkara, and that his personal history of intense devotional and ecstatic/yogic spiritual practices was likely important in the formative stages of this persona. I further suggest that the history of his geographic locale, in which there are strong themes of sacred kingship and ecstatic/advaitic/poetic/devotional sainthood, may have contributed to the production and reception of his persona. On top of this, I note that the influence of a number of modern avatar figures, especially Ramakrishna, Vivekananda, and Aurobindo, is patent in his avatar teachings, and I compare and contrast him with a number of other significant modern figures. Based upon all of this, I consider the question of whether Sathya Sai Baba ought to be regarded as a "traditionalist", both vis-à-vis modernity ("Neo-Hinduism", as defined especially by Paul Hacker) and "innovation". I conclude that, in contrast to most previous scholarly characterizations, he is certainly innovative, but that he ought not to be considered a "Neo-Hindu"-most appearances to the contrary being due to his borrowing or extrapolating ideas in a very traditional manner from typical Neo-Hindu thinkers (especially Vivekananda), as if these ideas, and those that framed them, were thoroughly traditional. Finally, I outline a couple of major themes in his avatar teachings: an ambivalent attitude to his role as an exemplar, which I note to accord with earlier and parallel avatar ideas; and strong docetic tendencies, which similarly, in contrast to some scholarly characterizations, find parallels in popular portrayals of other avatar figures.
162

Adventures in cyberformance

Jamieson, Helen Varley January 2008 (has links)
This thesis examines the new theatrical form of cyberformance (live performance by remote players using internet technologies) and contextualises it within the broader fields of networked performance, digital performance and theatre. Poststructuralist theories that contest the binary distinction between reality and representation provide the analytical foundation for the thesis. A critical reflexive methodological approach is undertaken in order to highlight three themes. First, the essential qualities and criteria of cyberformance are identified, and illustrated with examples from the early 1990s to the present day. Second, two cyberformance groups – the Plaintext Players and Avatar Body Collision – and UpStage, a purpose-built application for cyberformance, are examined in more detailed case studies. Third, the specifics of the cyberformance audience are explored and commonalities are identified between theatre and online culture. In conclusion, this thesis suggests that theatre and the internet have much to offer each other in this current global state of transition, and that cyberformance offers one means by which to facilitate the incorporation of new technologies into our lives.
163

Psychothérapie en réalité virtuelle pour traiter les hallucinations auditives réfractaires de la schizophrénie : un essai clinique pilote

Percie du Sert, Olivier 08 1900 (has links)
No description available.
164

Diálogos: o fantástico e o amor romântico na obra Avatar de Théophile Gautier

Silva, Vânia Moraes da 01 September 2014 (has links)
The study of the novel Avatar by Théophile Gautier accentuates the supernatural theme, which promotes in the narrative the insertion of the fantastic as well as the theme of romantic love and passionate love. For early discussions, this research refers to the cultural, social and historical French context, in order that to situate the Romantic Movemet whose trends are recurrent in the Gautier s work. Then, it mentions the Gautier contributions to the fortune criticism of the fantastic literature from comments about some narratives of his own, in which emphasize the formal and thematic characteristics that mark the writing of the author in his career as writer of fantastic literature. The literary analysis of Avatar highlights the elements of the narrative, considering the characters, narrator, virtual reader, time, space, actions, and others which add the formal procedures that punctuate the fantastic mode and trends of Romanticism presents in the work. The theme of the supernatural is manifested through the fantastic resource of avatar, bringing up the theme of love in its forms of romantic love, represented in the work by a couple whose love is reciprocal, and passionate love which refers to unrequited love. The analysis are based in the theories of Yves Reuter, David Lodge, Roland Bourneuf and Réal Ouellet when they deal with the literary elements of narrative; Remo Ceserani and Filipe Furtado by emphasize the fantastic mode, punctuating the narrative features as well as the supernatural themes; Vítor Manuel de Aguiar e Silva to presents literary characteristics which mark the Romanticism; Platão, Denis Rougemont, Benjamin Péret and others to discuss about love. / O estudo da novela Avatar, de Théophile Gautier destaca o tema sobrenatural, o qual promove na narrativa a inserção do fantástico, bem como a temática do amor romântico e do amor-paixão. Para início das discussões a pesquisa se reporta ao contexto cultural, social e histórico francês, a fim de situar o Movimento Romântico cujas tendências são recorrentes na obra em análise. Em seguida, registra-se as contribuições de Gautier à fortuna crítica da literatura de modo fantástico a partir de comentários acerca de algumas narrativas da autoria dele, das quais se ressaltam as características formais e temáticas que assinalam a escritura do autor em sua carreira de escritor fantástico. Na análise literária de Avatar ressalta-se os elementos constitutivos da narrativa, considerando as personagens, narrador, narratário, tempo, espaço, ações entre outros, aos quais se acrescentam os procedimentos formais que pontuam o modo fantástico e as tendências do Romantismo que perpassam pela obra. O tema do sobrenatural manifesta-se por intermédio do recurso fantástico do avatar, trazendo à tona a temática do amor em suas formas de amor romântico, representado na obra por um casal cujo amor é recíproco, e amor-paixão que remete a um amor não correspondido. A fundamentação teórica da análise de Avatar sustenta-se em Yves Reuter, David Lodge, Roland Bourneuf e Réal Ouellet ao tratarem dos elementos literários da narrativa; Remo Ceserani e Filipe Furtado ao ressaltarem o modo fantástico, pontuando os recursos narrativos bem como os temas sobrenaturais; Vítor Manuel de Aguiar e Silva ao apresentar as características literárias que assinalam o Romantismo; Platão, Denis Rougemont, Benjamin Péret dentre outros ao discutirem acerca do amor. / Mestre em Teoria Literária
165

公部門虛擬代言的成效分析-以高捷少女為例 / The Analyses of Avatar Endorsement in the Public Sector – The Example of KRTC Girls

萬騏瑋 Unknown Date (has links)
近年政府推廣政策的過程中不斷借重創新思維,嘗試抓住民眾的注意力,政府必須將人民視為顧客,盡力提供服務使民眾滿意,換言之,企業型政府治理模式必然包含「治理」甚至是「政策推廣」相關概念,在公部門推廣政策的同時,我們時常看到政府向企業學習行銷手法推廣公共政策。本研究嘗試向企業行銷學習,藉由文獻回顧以及檢視公共政策行銷實例,從「移情作用、自我指涉、自我認同」三個面向,探討虛擬代言(avatar endorsement)如何應用在公共服務推廣,及促使民眾了解政府政策並使用公共服務的意願為何。 本研究以高雄都會大眾捷運系統目前執行的虛擬代言為討論主題,研究方法採用準實驗設計,由於過去研究指出高雄捷運旅運目的多半為觀光旅遊,因此受試者招募以年輕族群為調查對象,以了解當前虛擬代言能否提高年輕族群的喜好程度、使用捷運系統意願、購買相關商品意願、以及對捷運品牌的吸引程度,招募受試者後,採用配對分派方法進行實驗,以利進行實驗組與控制組態度變化比較。研究發現不同學歷的受試者對於虛擬代言的想法有顯著差異,而虛擬代言能有效提升外縣市的受試者對於該公共服務的吸引程度,只是對於既有的客群掌握則有待加強。 / In recent years, governments start to emphasize the importance of policy promotion and policy marketing. Under the belief of treating people as customers, the ultimate goal is to draw people’s attention and to increase their satisfaction on public services. Normally, the entrepreneurial-oriented governments would spend more time and efforts on “good governance” and “policy promotion”. As a result, when the governments want to promote certain policies, they often try to learn from the private sector on their marketing strategies. This study aims at applying the policy marketing strategies to promote public policies, particularly the effects of avatar endorsement strategy. Using the case of Kaohsiung metro system, this study focuses on three different aspects, the transference, self-reference, and self-identity, to explore how avatar endorsement worked with regard to public policy promotion, as well as to understand how it performed on increasing people’s willingness to receive more public services. This research adopts a quasi-experimental design to understand how the current avatar endorsement strategy affect younger generations on four different attitudes and behaviors, such as brand attitude, purchase intention, brand association, and attraction to the Kaohsiung metro. Results show that people with different educational levels have significantly different attitudes toward avatar endorsement strategy. In addition, the avatar endorsement strategy may effectively enhance the attractiveness of public transportation service toward the younger generation. Policy and managerial implications for the governments are discussed in the thesis.
166

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

Isaksson, Susanne January 2012 (has links)
Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; “Which underlying factors affect how important different features of the character creation interface are to experienced MMORPG players? To be able to answer the question an extensive literature review was conducted. A qualitative approach was taken. Long interviews were made with five participants, two female and three male players. The interviews took place while they created a number of avatars in different MMORPGs. The interviews were then followed up. During the follow-ups, the impact the character creation process had for the players, were discussed. The findings indicate that the character creation interface is important for the players to get a good gaming experience. However different types of players require different things. Important features for the users to change were mainly; the head; the name; and adding parts of yourself on your character. The factors that determined the importance of these features were found to be; Player types; Identity types; Immersion levels; and whether or not the game or the gaming experience were new to the player. Another finding showed that the longer you have played a game the less bizarre the different races, classes and gender will seem. The study also indicated that the female participants had a hard time identifying with their male characters.
167

Ditt Andra Jag / Your Second Self

Larsén, Philip, Lundström, Joakim January 2014 (has links)
Detta kandidatarbete fokuserar på att undersöka aspekter som kan förstärka en användares upplevelse inom digitala spel. De aspekter som vi valt att fokusera på är användandet av Oculus Rift och Motion Capture då de tar upp viktiga punkter som Virtual Reality, närvaro och inlevelse i spel. Vi valde även att fokusera vår produktion mot skräckgenren då detta är ett område vi båda har stor passion för i diverse media. I vårt arbete har vi fått fram en hypotes om att spel som fokuserar på att lämna karaktären i ett tomt skal (ingen personlighet), lämnar en större chans för inlevelse hos spelaren då användarens egna känslor speglas på karaktären. Användandet av Oculus Rift och realistiska röresler via Motion Capture har en tendens att även stärka detta. / Detta är en reflektionsdel till en digital medieproduktion.
168

Distributed virtual environment scalability and security

Miller, John January 2011 (has links)
Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads. This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoW's workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today's consumers, regardless of its overhead. Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption. A trusted auditing system ('Carbon') is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE's risk tolerance. Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals. Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead.
169

La question du design participatif dans la thérapie par avatar pour personnes schizophrènes

de Barros, Scindya 04 1900 (has links)
Les technologies issues du domaine du jeu vidéo intègrent de nouveaux traitements en santé mentale. La complexité de ces innovations connectées bouleverse le rôle des patients et des thérapeutes et induit la mise en place de nouveaux processus dans les épisodes de soin. Le conflit opposant les notions de protection et de contrôle au concept du développement du pouvoir d’agir des patients situe la problématique au cœur de la thérapie par avatar (TA). Sous le prisme de l’approche systémique et plus spécifiquement de l’approche du design participatif, ce mémoire pose la question des effets du design de la TA sur ses deux catégories d’utilisateurs; les patients et les cliniciens. Les difficultés d’accès au terrain ont limité la cueillette au seul point de vue des cliniciens, et non pas à celui des designers impliqués dans la TA. L’étude de cas de la recherche du Dr Dumais (2018) a mis en lumière la différence de perception épistémologique des cliniciens à propos du concept d’une approche de design autre que technologique. L’analyse des données résultant de la revue de littérature et la comparaison entre les impacts du design technologique et l’approche de design participatif ont montré le niveau d’efficacité de la réalité virtuelle comme moyen thérapeutique. La modélisation du fonctionnement de la TA a fait émerger la dynamique du levier qui module favorablement le pouvoir d’agir du patient participant, ce processus s’apparentant au design participatif. Les propriétés actuelles de la TA ouvrent à des recherches futures où l’intégration d’une approche participative à toutes les étapes du processus de la TA en vérifieraient la pertinence à plus grande échelle. D’autant plus que les directives institutionnelles, dont le plan d’action en santé mentale, demandent la reconnaissance du patient comme partenaire des soignants et acteur de son rétablissement. / Technologies from the video game field are integrating new mental health treatments. The complexity of these connected innovations changes the role of patients and therapists and induces the implementation of new processes in episodes of care. The conflict between the concepts of protection and control and the concept of the development of patients' power to act places the problem at the heart of AT. Under the prism of the systemic approach and more specifically of the participative design approach, this dissertation raises the question of the effects of avatar therapy (AT) design on its two categories of users; patients and clinicians. Difficulties in accessing the field limited the collection to the clinicians' point of view only, and not to that of the designers involved in AT. Dr Dumais' research case study (2018) highlighted the difference in epistemological perception by clinicians about the concept of a design approach other than technological. The analysis of the data resulting from the literature review and the comparison between the impacts of technological design and the participatory design approach showed the level of effectiveness of virtual reality as a therapeutic means. Modeling the functioning of AT has brought to light the dynamic of the lever which favorably modulates the acting power of the participating patient, this process being akin to participatory design. The current properties of AT open to future research where the integration of a participatory approach at all stages of the AT process would verify its relevance on a larger scale. Especially since the institutional guidelines, including the mental health action plan, require recognition of the patient as a partner of caregivers and actor of his recovery.
170

Les Avatars et les métaphores de la figure humaine dans les spectacles contemporains de la marionnette / Avatars and metaphors of the form in contemporary works of puppetry

Bonnetier, Stanka 10 December 2011 (has links)
Cette thèse, relevant de la problématique des avatars et des métaphores de la figure humaine et deses multiples représentations scéniques, interroge les créations contemporaines de la marionnette. Elle a pourpoint de départ la pratique de la marionnette et la place conférée à la figure dans les dispositifs scéniques.Fondés sur des confluences des figures animées et des images de synthèse, les dispositifs contemporains issusdes nouvelles techniques de l’image et du son ont permis de dépasser la structure traditionnelle de lamarionnette. A mi-chemin entre poupée et forme raffinée, la marionnette dépasse ses contours et ouvre vers denouvelles représentations scéniques : des ombres, des doubles virtuels, des avatars de synthèse, pouvant êtretransformés et évolués en temps réel. Toutes ses représentations posent la question de l’incarnation. Ainsi lafigure de l’avatar se présente comme un possible prolongement de la marionnette. Les outils technologiquespermettent une nouvelle manière de former, d’élaborer la figure. Ils offrent une infinie possibilité de ladédoubler, de la multiplier, de la répliquer. Dans ce geste répétitif la figure tend progressivement vers uneffacement de ses contours. Loin de la forme anthropomorphique, elle symbolise le plus souvent une idée, unconcept, un mot en jouant sur l’essence de la matière et les agencements plastiques d’objets et de matières.Quant aux possibles dédoublements de l’interprète réalisés grâce aux technologies de l’image et du son, lecorps vivant en chair et en os se démultiplie dans des figurations comme les ombres, les reflets et les doublesvirtuels. Ces derniers deviennent un indice, une icône de notre présence. La démultiplication spatiale etcorporelle de leur présence iconique fait scintiller les nombreux subterfuges d’une ruse scénique. Car cettenouvelle figure, construite par les jeux d’illusions et de leurres qu’autorise l’usage du numérique effaceprogressivement les contours traditionnels de la figure humaine en brouillant les pistes d’une identificationtangible. Ces nouvelles figures se présentent comme des images décalées et sont une véritable invitation àpenser l’absence et la présence, l’apparition et la disparition. La figure s’ouvre à une interprétation multiple etoffre une vision différée en interrogeant la place de l’humain dans notre société. Les dispositifs scéniques quiabritent ces figures deviennent une véritable iconostase pour leur déploiement. Espace d’une fiction du regard,la figure compose et décompose sans cesse ses contours en offrant son image à celui qui la regarde. Lespectateur est invité à vivre une expérience oculaire en le transformant en véritable acte de voir. / This thesis studies the problematics of avatars and metaphors of the human form and its manifoldstage representations; it questions contemporary ‘creation’ in the field of puppetry. The practice of puppetryand the place bestowed on the human form in staging devices are the starting point of the study. Located at theconvergence of animated figures and of computer graphics, contemporary staging devices that stem from newtechniques of sound and video have allowed us to surpass the traditional framework of the puppet. Halfwaybetween doll and refined figure, the puppet goes beyond its outline and opens the path towards new stagerepresentations; shadows and virtual doubles, CGI avatars, which can all be transformed and developed in realtime. All its representations beg the question of incarnation. Thus the face of the avatar is presented as apossible extension of the puppet. Technological tools allow new ways of devising and developing the face. Theyoffer infinite possibilities to divide the face, to multiply and replicate it. In this repetitive gesture, the facetends gradually to be effaced of its outlines. Far from the anthropomorphic figure, it symbolises here an ideamost often, a concept, a word that underscores the essence of the material and the visual arrangement of objectsand matter. As for the potential splitting of the performer achieved thanks to new technology in video andsound, the living boy in flesh and blood multiples as shadows, reflections and virtual doubles. The latterbecome a sign, an icon of our presence. Spatial and corporeal duplication of their iconic presence makes thenumerous subterfuges involved in a staging device sparkle. Because this new figure, built from simulatedreality games and digital lures, gradually erases the traditional contours of the human form by blurring thepaths to any tangible identification. These new forms are presented as staggered images and are a realinvitation to rethinking absence and presence, appearance and disappearance. The face/form is exposed tomultiple interpretations and offers a deferred vision by questioning the place of the human being in our society. Staging devices that shelter these forms become a true iconostasis for their demonstration. The face –the space belonging to the fiction of the gaze – incessantly makes and breaks its outlines by throwing up itsimage to those who watch him. The viewer is invited to undergo an ocular experience by transforming it into atrue act of seeing.

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