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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.
11

A interação em mundos digitais virtuais em 3 dimensões : uma investigação sobre a representação do emocionar na aprendizagem

Costa, Rosmeri Ceconi da 29 August 2008 (has links)
Made available in DSpace on 2015-03-04T20:04:55Z (GMT). No. of bitstreams: 0 Previous issue date: 29 / Nenhuma / Esta dissertação, que teve como foco de investigação o Emocionar em mundos digitais virtuais em 3 dimensões – MDV3D, consiste no estudo teórico embasado, principalmente, na Teoria da Biologia do Conhecer de autoria de Humberto Maturana e Francisco Varela, articulada à interação dos adolescentes no Metaverso Second Life. Por um período de 5 semanas, com seis encontros, totalizando 20 horas, adolescentes do PEI – Projeto Esporte Integrado – da Universidade do Vale do Rio dos Sinos – UNISINOS, viveram e conviveram no Second Life com a proposta de conhecer e explorar MDV3D. O objetivo central desta investigação consistiu em compreender como os adolescentes representam o Emocionar, ao interagir nos MDV3D-SL, e como este se constitui enquanto ambiente provocador de aprendizagens, para a partir dessa análise buscar elementos de forma a propiciar o desenvolvimento de práticas pedagógicas inovadoras. A pesquisa é de natureza exploratória qualitativa cuja metodologia adotada, foi a estudo de caso. Os instrumentos / This dissertation, which focuses on Emotions in three-dimensional virtual digital worlds (3DVDW), consists of a theoretical study mainly based on the ideas presented by Humberto Maturana and Francisco Varela, in their Biology of Knowledge, articulated to adolescents’ interactions within the Second Life Metaverse (SL). During a period of 5 weeks, totallizing 6 meetings and 20 hours, adolescents who participate in the ISP - Integrated Sports Project - implemented by Universidade do Vale do Rio dos Sinos - UNISINOS, lived and interacted within Second Life with the aim of getting to know and explore this 3DVDW. The main objective of this investigation was to understand how these adolescents represented Emotions, while interacting in the 3DVDW, and how this world acted as a learning-provoking environment. During such an analysis, elements to develop innovative pedagogic practices were sought. The investigation has a qualitative exploratory nature and consisted of a case-study. Data collection instruments were: que
12

I den virtuella verkligehtens rum för konst : En fenomenologisk undersökning av applikationen Acute Art X utifrån rum och plats / Virtual Reality Spaces as Spaces for Art : A fenomenological examination of space and place in the Acute Art X application

Berntsdotter Vallgren, Diana January 2021 (has links)
In this master thesis I examinate the experience of space, place and genius loci in the application Acute Art X and the virtual reality art works at the platform, using a phenomenological method. Six artworks were on display while the thesis was authored. All the displayed artworks were analysed because of their variation of theme, topic, and experience. The applied method uses the body and the perception as tools to reach the phenomenon of the space, place and genius loci in the virtual reality artworks presented in the application. The applied theories are theory of space, theory of place and genius loci – the spirit of place. Space being the surrounding area where life takes place, it is produces by man or by nature. Space is there for more of an architectural character, while place is defined by particularity of its inherent meaning. The production of space in the virtual reality art works be a representation of physical space, produced to mediate an artistic content.  The virtual reality spaces of art are based on the model of all-encompassing frescoes dated 2000 years back, where entire spaces and rooms were covered by illusional art works. The immersive experience of being inside of the artwork has reached its next development with the technique of virtual reality. The enclosed experience of being inside of an artwork is examined in this thesis, along with the outcomes of the artworks forming of an artistic virtual reality world. Main questions: What is the experience of the application Acute Art X, as a space and place for art, as an exhibition space? What is the experience of space, place, and the function of the place in the virtual reality artworks displayed in the application? What is the experience of the physical body´s functions in the virtual reality worlds of the art works? How are the conditions between the intentions of the virtual reality artworks and the genius loci of the virtual place? The conclusions are made from the discussion about the phenomenology method, which puts the position of the physical body in a new experience based on the perception’s location inside the virtual reality artworks, and of the experience of space, place, and the spirit of the places – genius loci – in the virtual reality artworks. The artworks are the places, not made at an already existing place, and the artworks inherited meaning are the same as the genius loci of the virtual reality worlds of art.
13

Approches théoriques des modes d'organisation spatiale des architectures multimédias / Theoretical approaches of spatial organization modes in multimedia architectures

Papaconstantinou, Georgios 11 October 2014 (has links)
Notre implication personnelle dans le design de projets de multimédias culturels nous a conduits à nous intéresser plus particulièrement aux architectures multimédias, qui constituent le sujet de cet ouvrage. Le terme «architectures multimédia» décrit trois axes différents: les architectures spatiales, les architectures du contenu et les architectures de programmation et de navigation interactive. Des analogies et des relations peuvent être établies entre l’organisation spatiale et la structure programmatique du projet architectural et les propriétés correspondantes d’une œuvre multimédia. L’accent est mise sur les multimédias culturels de la période 1990-2005 dans le but de découvrir des éléments innovants dans la conception de l’interface graphique et interactive. Ces innovations, qui constituent des programmes artistiques nouveaux, ont contribué à faire progressivement émerger un nouveau langage propre à l’espace numérique multimédia. Un nouvel habitus de la production artistique s’est développé sur l’héritage des vieux moyens d’expression et sur l’assimilation des nouveaux médias. / Through our personal involvement in the design of cultural multimedia projects we have developed a special interest in multimedia architectures, which are the subject of this text. The term “multimedia architectures” denotes three different axes: spatial architecture of screens and interfaces, architecture of the content organisation and the architecture of programming and navigation design. Analogies and relations can be established between the spatial organization and the program structure of the architectural project and the corresponding properties of a multimedia work. The cultural multimedia of the period 1990-2005 have been analysed with the aim of discovering innovative elements in the design of the graphical and interactive interface. These innovations represent new artistic programs and have contributed to the gradual emergence of a new language, specific to the digital space of interactive multimedia. A new habitus of artistic production has developed on the legacy of the old means of expression and on the assimilation of new media.
14

Mundos virtuais na formação do educador: uma investigação sobre os processos de autonomia e de autoria

Backes, Luciana 12 March 2007 (has links)
Made available in DSpace on 2015-03-04T20:01:03Z (GMT). No. of bitstreams: 0 Previous issue date: 12 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Esta dissertação consiste no estudo teórico embasado, principalmente, na Teoria da Biologia do Conhecer da autoria de Humberto Maturana, articulada a um viver e conviver de educadores em formação no Mundo Virtual (Eduverse). Assim, foram desenvolvidas duas Atividades Complementares: Aprendizagem em Mundos Virtuais e Prática Pedagógica em Mundos Virtuais, para estudantes dos diferentes cursos de Licenciatura da Universidade do Vale do Rio dos Sinos – UNISINOS e construída a Vila Aprendizagem em Mundos Virtuais. O foco principal da investigação foi: estudar como se desenvolvem a autonomia e a autoria no processo de formação do educador, por meio da construção de Mundos Virtuais, cuja proposta pedagógica está fundamentada numa concepção interacionista/construtivista/sistêmica. A metodologia de estudo de caso auxiliou na coleta dos dados empíricos, bem como na articulação desses dados com a teoria para realizar as análises. As fontes de informações utilizadas neste estudo foram: questionário, extratos eletrônicos / This dissertation consists of the theoretical study chiefly based on the Theory of Biology of Knowing by Humberto Maturana, articulated for future teachers’ living and cohabiting in the Virtual World (Eduverse). So two Complementary Activities have been developed: Learning in Virtual Worlds and Teaching Practice in Virtual Worlds for students in different teaching courses in Universidade do Vale do Rio dos Sinos (UNISINOS), and the Village ‘Learning in Virtual Worlds’ was built. The main investigation focus was studying how autonomy and authorship develop in the teacher education by constructing the Virtual Worlds, whose teaching proposal is based on an interactionist/ constructivist/systemic notion. The methodology of the case study helped in collecting empirical data and articulating these data with the analysis theory. The information sources for this study were a questionnaire, electronic excerpts (AVA-UNISINOS, MSN and Eduverse), and images captured in the Virtual World. Evidences coming out from this in
15

A dimensão visual e o design dos ambientes na web sob influência da participação dos usuários / The visual dimension and the web environment design influenced by user's participation

Paula Sobrino de Souza Assumpção 03 September 2009 (has links)
Frente à expansão dos ambientes digitais que seguem os princípios da web 2.0, percebe-se uma crescente abertura na participação dos usuários, vista a partir dos canais de interação social, produção e gestão compartilhada dos conteúdos digitais. A proposta dessa pesquisa é pensar como esse cenário de participação está moldando e fortalecendo uma estrutura social a web social capaz de atuar ativamente não só na produção dos conteúdos digitais, mas também na forma de apresentação desses conteúdos. Pautada nu-ma reflexão teórica e num levantamento empírico, essa pesquisa procura trazer luzes à re-lação que se estabelece entre as práticas de projeto e as práticas de uso na web, a partir da observação da emergência de uma nova estrutura de produção a criação colaborativa baseada na ação complementar entre designer e usuário para a definição da dimensão vi-sual dos ambientes digitais. / Ahead of the digital environments expansion which follows the principles of the web 2.0, one can notice a growing opening on the users participation that can be seen from the social interaction channels, production and shared management of the digital content. The proposal of this research is to reflect on how this scenario of participation is forging and strengthening a social structure the social web capable of actively acting not only in the production of digital content, but also in the form of this content presentation. Lined on a theoretical reflection and on an empiric survey, this research intends to bring lights to the relation that is established between practices of design and practices of use, from the obser-vation of an new emerging production structure the collaborative creation based on the additional action between the designer and the user to the definition of the digital environ-ments visual dimension.
16

A dimensão visual e o design dos ambientes na web sob influência da participação dos usuários / The visual dimension and the web environment design influenced by user's participation

Paula Sobrino de Souza Assumpção 03 September 2009 (has links)
Frente à expansão dos ambientes digitais que seguem os princípios da web 2.0, percebe-se uma crescente abertura na participação dos usuários, vista a partir dos canais de interação social, produção e gestão compartilhada dos conteúdos digitais. A proposta dessa pesquisa é pensar como esse cenário de participação está moldando e fortalecendo uma estrutura social a web social capaz de atuar ativamente não só na produção dos conteúdos digitais, mas também na forma de apresentação desses conteúdos. Pautada nu-ma reflexão teórica e num levantamento empírico, essa pesquisa procura trazer luzes à re-lação que se estabelece entre as práticas de projeto e as práticas de uso na web, a partir da observação da emergência de uma nova estrutura de produção a criação colaborativa baseada na ação complementar entre designer e usuário para a definição da dimensão vi-sual dos ambientes digitais. / Ahead of the digital environments expansion which follows the principles of the web 2.0, one can notice a growing opening on the users participation that can be seen from the social interaction channels, production and shared management of the digital content. The proposal of this research is to reflect on how this scenario of participation is forging and strengthening a social structure the social web capable of actively acting not only in the production of digital content, but also in the form of this content presentation. Lined on a theoretical reflection and on an empiric survey, this research intends to bring lights to the relation that is established between practices of design and practices of use, from the obser-vation of an new emerging production structure the collaborative creation based on the additional action between the designer and the user to the definition of the digital environ-ments visual dimension.
17

Mujeres y fanfiction: La escritura de fanfiction dentro del fandom de anime en el sitio web Archive Of Our Own

Calderón Santa María, Karla Ximena 07 August 2021 (has links)
El presente trabajo de investigación busca identificar las características que comprende el proceso de participación de las mujeres dentro de espacios de comunidades de fans, también llamados fandom, a través de la actividad del fanfiction. El análisis se realizará en torno al fandom del anime, explorado a través del sitio web Archive Of Our Own, y con un enfoque en el punto de vista de mujeres escritoras. El fanfiction, dentro del mundo del entretenimiento digital, se ha convertido en otro medio de expresión creativa que resulta especialmente atractivo en comunidades de fans conformadas mayoritariamente por mujeres. Para examinar los comportamientos individuales de estas mujeres y su relación con otros individuos pertenecientes al fandom, se aplicarán entrevistas individuales a creadoras de fanfiction y una guía de análisis de contenido. Con esto se pretende principalmente estudiar la participación femenina dentro de los espacios fandom, además de identificar otros aspectos como su desenvolvimiento con otros individuos en un espacio digital. / This research work seeks to identify the characteristics that comprise the participation process of women within fan community spaces, also called fandom, through the activity of fanfiction. The analysis will be carried out around the media fandom, and specifically the anime fandom, explored through the Archive Of Our Own website, and with a focus on the point of view of female writers. Fanfiction, within the world of digital entertainment, has become another means of creative expression that is especially attractive in fan communities made up mostly of women. To examine the individual behaviors of these women and their relationship with other individuals belonging to the fandom, individual interviews with female fanfiction creators and a content analysis guide will be applied. This is mainly intended to study female participation within fandom spaces, in addition to identifying other aspects such as their development with other individuals in a digital space. / Trabajo de investigación
18

Vybrané právní aspekty jednotného digitálního trhu / Selected Legal Aspects of the Digital Single Market

Stárková, Anna January 2018 (has links)
The master's thesis "Selected Legal Aspects of the Digital Single Market" delineates the legislative reaction of the European Union ("EU") to technological development for the Jacques Delors' encompassing overhaul of Europe's The master's thesis answers the on by identifying the DSM's theoretical and conceptual framework, DSM. The second part delineates the DSM's foundations arket's regulatory framework is DSM's foundations to assess the state of play of the DSM through the EU's most advanced - strengthening of the status of the free flow of data in the internal market's architecture, which
19

Digital Contention: Collective Action Dynamics in Social Movements for Internet Freedom

Jared M Wright (9164600) 24 July 2020 (has links)
<p>How does collective action operate in digital space, particularly for those social movements at the cutting edge of technologically innovative contentious politics? This dissertation analyzes activist (and hacktivist) groups engaged in what I call <i>digital contention</i> with state and corporate institutions over the future of Internet policy and governance, or what they see as “the freedom of the Internet.” Based on case studies of the Digital Rights movement and the Anonymous hacktivist collective, I use a combination of computational and qualitative analyses of online texts, along with participant-observation at meetings and protest events, to explore how certain collective action dynamics are changing in digital space. Specifically, these include how movements internally perceive political opportunities and threats, as well as how they construct frames to communicate to external audiences. I find that: 1) Political opportunity is less important than threat for activists in digital contention, which is likely due to the lower costs of collective action; and 2) The digital divide and technological knowledge gap create a barrier to frame resonance which digital activists address either through “strategic inclusiveness” or “communities of anonymity,” both of which encourage diversity among participants while also reifying other inequalities in different ways. These findings have significance for the study of social movements, communication and technology studies, and Internet policy. I argue that they portend changing dynamics that may ultimately affect all forms of collective action, and indeed the balance of power in whole societies, in the future as digital technology continues to spread into every facet of our lives.</p>
20

Volné algebraické struktury a jejich využití pro segmentaci digitálního obrazu / Free algebraic structures and their application for segmentation of a digital image

Čambalová, Kateřina January 2015 (has links)
The thesis covers methods for image segmentation. Fuzzy segmentation is based on the thresholding method. This is generalized to accept multiple criteria. The whole process is mathematically based on the free algebra theory. Free distributive lattice is created from poset of elements based on image properties and the lattice members are represented by terms used by the threshoding. Possible segmentation results compose the equivalence classes distribution. The thesis also contains description of resulting algorithms and methods for their optimization. Also the method of area subtracting is introduced.

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