• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 139
  • 27
  • 16
  • 10
  • 9
  • 8
  • 6
  • 5
  • 5
  • 3
  • 2
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 276
  • 59
  • 52
  • 33
  • 32
  • 27
  • 26
  • 22
  • 20
  • 20
  • 20
  • 19
  • 19
  • 16
  • 16
  • 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.
111

OS CAMPONESES E A MOBILIZAÃÃO POPULAR: Igreja CatÃlica, saques e movimentos sociais em ItapiÃna/CE (1980-1993)

Francisco Ruy Gondim Pereira 12 September 2008 (has links)
nÃo hà / Nos anos 1980, movimentos sociais nascidos em torno da aÃÃo pastoral da Igreja CatÃlica de ItapiÃna passaram a âdisponibilizarâ seus canais de mobilizaÃÃo para que os trabalhadores rurais organizassem seu protesto contra a ineficiÃncia do auxÃlio estatal em anos de escassez. Mais que âdisponibilizar-seâ, eles passaram a estimular a realizaÃÃo de saques, ao perceberem a forÃa do protesto e do questionamento polÃtico que deles emergiam. Tentando âorganizarâ e âpolitizarâ os saques, os movimentos sociais buscaram modificar a experiÃncia da multidÃo, ligada a uma âeconomia moralâ que demanda a reimposiÃÃo de padrÃes assistencialistas de relacionamento das autoridades com os pobres, pretendendo transformÃ-la num momento de questionamento das hierarquias sociais e de negaÃÃo do paternalismo. Nesse sentido, o objetivo aqui à abordar o processo de mobilizaÃÃo e protesto social em ItapiÃna/CE no que diz respeito ao relacionamento entre os movimentos sociais e os saques deflagrados nos anos 80 e 90, percebendo a intersecÃÃo entre a mobilizaÃÃo articulada pelos movimentos e a aÃÃo direta da multidÃo, assim como a interaÃÃo entre os projetos de âtransformaÃÃo socialâ e a âeconomia moralâ na motivaÃÃo e legitimaÃÃo dos saques. / During the 1980s social movements born from the pastoral activity of the Catholic Church in the city of ItapiÃna, CearÃâ began to âofferâ their mobilization resources to rural workers protesting the inefficiency of state authorities to provide support during long periods of economic recession. More than just an âofferâ of assistance, the actions of Catholic activists, realizing the power of protest and the political implications of the movement inspired massive pillaging throughout the region. Social movement leaders sought to âorganizeâ and âpoliticizeâ the act of pillaging as means of contesting and transforming the basic societal relations of the masses of impoverished rural workers. Rather than demanding the return of traditional relations based on notions of a âmoral economyâ i.e. paternalist state action in relation to the poor, the movement began to question prevailing social hierarchies and contest the longstanding paternalist nature of state assistance. The fundamental objective of this study is to examine the process of mobilization and social protest in ItapiÃna, CearÃâ and their relationship to the social upheavals of the 1980s and 1990s. My research will focus specifically on the intersection of mobilization articulated by local social movements and the direct action of rural workers, an intense process that melded notions of âsocial transformationâ and the âmoral economyâ as a platform that either motivated or legitimized massive pillaging.
112

Representações estéticas da metrópole no cinema de autor dos anos 1920 / Esthetics representations of the metropolis in movies of authors of the 1920 decade

Donny Correia 27 August 2014 (has links)
O cinema é um meio de reprodução mecânica da imagem surgido no final do século XIX, na Europa, numa época em que a sociedade e a cultura experimentavam a chegada da modernidade. Sua presença corroborou para a crise da arte pictórica e seu mecanismo de apreensão da realidade foi apropriado pelos artistas das vanguardas de ruptura, em especial os dadaístas, que passaram a utilizar o filme experimental para refletirem e criticarem seu tempo. Muitos dos artistas envolvidos com as vanguardas voltaram-se para a realização de filmes que enfocavam a metrópole e suas contradições na vida e nos costumes de seus habitantes. Este trabalho pretende partir deste ponto, quando o cinema de vanguarda se torna uma ferramenta de documentação histórica e social, procurando, como objetivo, observar a presença da metrópole nos filmes autorais realizados no início do século XX, bem como a presença de seus habitantes, buscando compreender quais procedimentos estéticos e ideológicos permeiam tais obras a partir do uso inventivo da câmera, num momento em que o cinema demonstra clara diferenciação entre a mera narração de entretenimento, e a arte como crítica e reflexão. Neste trabalho serão analisados os filmes Rien que les heures (1926), de Alberto Cavalcanti; e Berlim, sinfonia da grande cidade (1928), de Walter Ruttmann, e comparados com as produções brasileiras São Paulo, a sinfonia da metrópole (1929), de Rudolf Rex Lustig e Adalberto Kemeny; e Fragmentos da vida (1929), de José Medina. A intenção é compreender suas realizações dentro da realidade social, poética e estética de seu tempo, observar a presença da figura do flâneur em contraponto com o homem-da-multidão, e estabelecer paralelos entre os filmes europeus e os brasileiros, aqui abordados. / The cinema is a means of mechanical reproduction of image emerged in the late nineteenth century in Europe, a time when society and culture experienced the arrival of modernity. Its presence corroborated to the crisis of pictorial art and its mechanism of apprehending reality was appropriated by artists of the vanguards of rupture, especially the Dadaists, who started using the experimental film to reflect and criticize their time. Many of the artists involved with the avant-garde turned to the production of films that focused on the metropolis and its contradictions in the life and habits of its inhabitants. This work intends to start from this point, when the avant-garde cinema becomes a tool of social and historical documentation, and seeks to observe the presence of the metropolis in films made in the early twentieth century, as well as the presence of its inhabitants, so to understand what aesthetic and ideological procedures permeate these inventive works, at a time when film shows clear differentiation between mere narration for entertainment, and art criticism and reflection. This reseach will analyze the films Rien que les heures (1926), by Alberto Cavalcanti; and Berlin, symphony of the great city (1928), by Walter Ruttmann, and will compare them with Brazilian productions São Paulo, sinfonia da metrópole (1929), by Rudolf Rex Lustig and Adalberto Kemeny; and Fragmentos da vida (1929), by José Medina. The intention is to understand their accomplishments within the social, aesthetic and poetic reality of their time, observe the presence of the figure of the flâneur as opposed to the manof- the-crowd, and draw parallels between European and Brazilian addressed movies here.
113

Paralelização do modelo BioCrowds para simulação de multidões em GPU e inclusão do efeito de pressão / Parallelization of BioCrowds algorithm for crowd simulation and inclusion of pushing effect

Nakashima, Natasha Sayuri Dias, 1988- 22 August 2018 (has links)
Orientador: Léo Pini Magalhães / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação / Made available in DSpace on 2018-08-22T13:25:48Z (GMT). No. of bitstreams: 1 Nakashima_NatashaSayuriDias_M.pdf: 3103281 bytes, checksum: 8241ca52a460ba9e5002a04b4660e03f (MD5) Previous issue date: 2013 / Resumo: O BioCrowds é um modelo para simulação de multidões virtuais, proposto por Alessandro Bicho (2009), baseado no algoritmo de colonização do espaço, o qual foi originalmente concebido para geração de padrões de nervuras em folhas vegetais e de ramificações em árvores. Em sua implementação sequencial, o BioCrowds apresenta uma diminuição na taxa de quadros por segundo em simulações com grande número de indivíduos. O presente trabalho implementa uma proposta para a simulação de multidões virtuais utilizando o BioCrowds através de técnicas de computação paralela para unidade de processamento gráfico (GPU). Aborda-se também a inclusão no modelo do efeito de pressão (pushing), o qual está relacionado a cenários onde há grande densidade de indivíduos. Para a paralelização do algoritmo utilizou-se a plataforma OpenCL juntamente com a plataforma CUDA, presente nas placas NVIDIA. Nas simulações realizadas com o algoritmo BioCrowds paralelo, obteve-se um aumento na taxa de quadros por segundo mantendo a qualidade da simulação dos comportamentos emergentes em multidões reais / Abstract: BioCrowds is a method for crowd simulation proposed by Alessandro Bicho (2009) based on the biologically-motivated space colonization algorithm. This algorithm was originally introduced to model leaf venation patterns and the branching architecture of trees. However, the increase on the number of individuals corresponds to a decrease on the framerate of the simulation. This work implements a solution to simulate virtual crowds using the BioCrowds and parallel computing. Additionally it approaches an extension of BioCrowds to treat simulation scenarios where there is a narrowing in the route. This effect is named pushing. The proposed parallel algorithm was implemented using the OpenCL and NVIDIA CUDA framework. The simulations with this algorithm resulted in a increase on the framerate, maintaining the reproduction of emergent behaviors on real crowds / Mestrado / Engenharia de Computação / Mestra em Engenharia Elétrica
114

REACT - Crowd Simulation System for Visual Effects

Limsäter, Fredrik January 2004 (has links)
By using existing knowledge from the game community, which have had a long experience from game artificial intelligence, and new research from the field of artificial intelligence I have implemented REACT, a crowd simulation system for visual effects. REACT is based on high-level behaviour that uses an underlying layer of low-level behaviour. The high-level capabilities gives the digital character means to reasoning about how to achieve certain goals based on a knowledge base of rules and facts that are present in the virtual world. This gives the digital character a degree of autonomous intelligent behaviour. REACT is designed to integrate directly into the 3D animation package Maya as a plug-in. This means that the animators can continue to animate their characters via their animation package of choice, rather than having to learn a new technology. In addition, many animators are already familiar with the workflow of Maya, so learning curves are reduced. REACT is already in use in the visual effects industry where it has proven itself to be a worthy competitor to the existing systems on the market.
115

The challenges of launching a crowd based platform : A single case study of a Swedish service provider

Eliasson, Robert, Viklund, Tobias January 2013 (has links)
Using the concept of open innovation companies have started to look beyond their own borders using the crowd as a source for labour, knowledge and innovation. During the last few years the phenomena of crowdsourcing and crowdfunding have become increasingly popular as sources of competitive advantage through the crowd. While several studies have examined crowd based platforms focusing on the users, little attention has been brought to the companies starting these crowd based services. This study addresses this gap in existing knowledge related to crowd based platforms through a qualitative case study examining a Swedish start-up. We demonstrate challenges related to networking, critical mass and quality in the context of launching a crowd based platform.
116

Studying and modeling complex interactions for crowd simulation / L'étude et la modélisation d'interactions complexes pour la simulation de foule

Bruneau, Julien 30 November 2016 (has links)
Le but de la thèse est d’améliorer les simulations de foule dans des situations complexes. Notamment, de comprendre comment les êtres humains naviguent en évitant les collisions avec plusieurs personnes. Pour cela, des expériences furent menées avec l’aide de la réalité virtuelle avec des participants qui devaient naviguer dans un environnement peuplé de plusieurs individus. Les données récoltées durant ces expériences ont été analysées, notamment les trajectoires et les adaptations effectuées par les participants pour éviter des collisions. Le regard des participants a aussi été étudié pour comprendre comment un être humain choisie avec qui interagir. Ces analyses ont permis de mieux comprendre comment les êtres humains réagissent face à des situations complexes. Enfin, avec l’aide de ces analyses, des algorithmes ont été créés pour reproduire la navigation des êtres humains et simulé des foules avec de nombreux humains virtuelles se comportant comme des vrais êtres humains. / The goal of this thesis has been to improve crowd simulation for complex situations. Especially, we tried to understand how humans combine many interactions, during the avoidance of multiple targets for example, and to model this combination process. Some experiments have been performed using Virtual Reality with participants navigating through a heavy populated environment. Data have been recorded and analyzed, especially the trajectories and adaptations made by participants to avoid collisions. The gaze of the participants has also been studied to better understand how humans select the target to interact with. These analyses have helped us better understand how human interact during complex situations. Using these results, algorithms have been designed to reproduced human like navigation and simulate crowd with many virtual human acting like real one.
117

Finite-State Mean-Field Games, Crowd Motion Problems, and its Numerical Methods

Machado Velho, Roberto 10 September 2017 (has links)
In this dissertation, we present two research projects, namely finite-state mean-field games and the Hughes model for the motion of crowds. In the first part, we describe finite-state mean-field games and some applications to socio-economic sciences. Examples include paradigm shifts in the scientific community and the consumer choice behavior in a free market. The corresponding finite-state mean-field game models are hyperbolic systems of partial differential equations, for which we propose and validate a new numerical method. Next, we consider the dual formulation to two-state mean-field games, and we discuss numerical methods for these problems. We then depict different computational experiments, exhibiting a variety of behaviors, including shock formation, lack of invertibility, and monotonicity loss. We conclude the first part of this dissertation with an investigation of the shock structure for two-state problems. In the second part, we consider a model for the movement of crowds proposed by R. Hughes in [56] and describe a numerical approach to solve it. This model comprises a Fokker-Planck equation coupled with an Eikonal equation with Dirichlet or Neumann data. We first establish a priori estimates for the solutions. Next, we consider radial solutions, and we identify a shock formation mechanism. Subsequently, we illustrate the existence of congestion, the breakdown of the model, and the trend to the equilibrium. We also propose a new numerical method for the solution of Fokker-Planck equations and then to systems of PDEs composed by a Fokker-Planck equation and a potential type equation. Finally, we illustrate the use of the numerical method both to the Hughes model and mean-field games. We also depict cases such as the evacuation of a room and the movement of persons around Kaaba (Saudi Arabia).
118

Modelling Fixed Odds Betting for Future Event Prediction

Chen, Weiyun, Li, Xin, Zeng, Daniel 06 1900 (has links)
Prediction markets provide a promising approach for future event prediction. Most existing prediction market approaches are based on auction mechanisms. Despite their theoretical appeal and success in various application settings, these mechanisms suffer from several major drawbacks. First, opinions from experts and amateurs are treated equally. Second, continuous attention from participants is assumed. Third, such mechanisms are subject to various forms of market manipulation. To alleviate these limitations, we propose to employ the classic fixed odds betting as an alternative prediction market mechanism. We build a structural model based on a belief-decision framework as the event probability estimator. This belief-decision framework models bettors' beliefs with mixed beta distributions and bettors' decisions with prospect theory. A maximum likelihood approach is applied to estimate the model parameters. We conducted experiments on three real-world betting datasets to evaluate our proposed approach. Experimental results show that fixed odds betting based prediction outperforms the reduced form models based on odds and betting results, and achieves a comparable performance with auction-based prediction markets. The results suggest the possibility of employing fixed odds betting as a prediction market in a variety of application contexts where the assumptions made by auction-based approaches do not hold.
119

Essays on Data Driven Insights from Crowd Sourcing, Social Media and Social Networks

Velichety, Srikar, Velichety, Srikar January 2016 (has links)
The beginning of this decade has seen a phenomenal raise in the amount of data generated in the world. While this increase provides us with opportunities to understand various aspects of human behavior and mechanisms behind new phenomena, the technologies, statistical techniques and theories required to gain an in depth and comprehensive understanding haven't progressed at an equal pace. As little as 5 years back, we used to deal with problems where there is insufficient prior social science or economic theory and the interest is only in prediction of the outcome or where there is an appropriate social science or economic theory and the interest is in explaining a given phenomenon. Today, we deal with problems where there is insufficient social science or economic theory but the interest is in explaining a given phenomenon. This creates a big challenge the solution to which is of equal interest to both academics and practitioners. In my research, I contribute towards addressing these challenges by building exploratory frameworks that leverage a variety of techniques including social network analysis, text and data mining, econometrics, statistical computing and visualization. My three essay dissertation focuses on understanding the antecedents to the quality of user generated content and on subscription and un-subscription behavior of users from lists on Social Media. Using a data science approach on population sized samples from Wikipedia and Twitter, I demonstrate the power of customized exploratory analyses in uncovering facts that social science or economic theory doesn't dictate and show how metrics from these analyses can be used to build prediction models with higher accuracy. I also demonstrate a method for combining exploration, prediction and explanatory modeling and propose to extend this methodology to provide causal inference. This dissertation has general implications for building better predictive and explanatory models and for mining text efficiently in Social Media.
120

Contrastive Analysis of Point of View Effects in Culture-Dependent Social Cognition / 文化に依存した社会認知における視点効果の対照分析

THOVUTTIKUL, SUTASINEE 24 September 2019 (has links)
京都大学 / 0048 / 新制・課程博士 / 博士(情報学) / 甲第22095号 / 情博第705号 / 新制||情||121(附属図書館) / 京都大学大学院情報学研究科知能情報学専攻 / (主査)教授 西田 豊明, 教授 河原 達也, 教授 黒橋 禎夫 / 学位規則第4条第1項該当 / Doctor of Informatics / Kyoto University / DFAM

Page generated in 0.0393 seconds