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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

Sentimentos na rede e educação : um estudo a partir dos sentimentos de jovens no Facebook /

Paixão, Sergio Vale da. January 2016 (has links)
Orientador: Leonardo Lemos de Souza / Banca: Lucinea Aparecida Rezende / Banca: Mário Sérgio Vasconcelos / Banca: Elizabeth Piemonte Constantino / Banca: Raquel Gonçalves Salgado / Resumo: A pesquisa tem por objetivo compreender as narrativas produzidas por jovens estudantes, usuários(as) de uma rede social da internet, o Facebook, no que diz respeito às produções de linguagens a partir da expressão de seus sentimentos. Busca-se também trazer à discussão o uso destas tecnologias na educação de conteúdos mais relacionados às ressignificações da escola da contemporaneidade. Para conseguir atender ao objetivo proposto, foi realizado o diálogo entre as literaturas na área da Psicologia e da Educação e a aproximação dos aportes teóricos utilizados ao contato com o público jovem - estudantes do ensino médio do IFPR de Jacarezinho - PR. Em suas narrativas produzidas no Facebook, ficam registradas suas necessidades de falarem sobre si por meio dos discursos próprios e também por meio dos já produzidos pelos seus pares. Sentimentos manifestados em publicações que representam seus aspectos emocionais, aquilo que os afetam e como são afetados pelos outros. Tais produções, ou seja, suas crenças, sentimentos, excessos, desabafos, produzidos em redes, permite-nos refletir sobre a rede social como o espaço da alteridade, para a construção de identidades em face do outro, de seus interlocutores. Sustentados nos procedimentos da pesquisa, os projetos de ensino a partir da transversalidade apresentam-se como um modelo interessante para a formação integral dos(as) estudantes que visam a ampliação dos trabalhos meramente voltados para a valorização da racionalidade... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The present work has as its main objective to understand the narratives produced by young students, users of an online social network, Facebook, considering the language productions as from their feelings. There is also the interest of putting into discussion the application of these technologies to the education of contents more related to the resignifications of the contemporary school. In order to fulfill the proposed objective, it was necessary the dialogue between literatures in the field of Psychology and Education and the approach of the theoretical framework used upon getting in touch with the young people - students from the high school at the Federal Institute of Paraná - Campus Jacarezinho. In their narratives produced on Facebook, needs of speaking about themselves through their own speeches and by the ones already produced by their peers are recorded. Feelings expressed in posts that mean their emotional aspects, things that affect them and how others affect them. Such productions, that is to say, their beliefs, feelings, overflows, relief, produced on the social networks, allow us to think about the social network as a place of alterity, for the construction of identities in the light of the other, of their speakers. Underlay under the procedures of the investigation, the teaching projects as from the transversatily are shown as an interesting pattern for the integral education of the students that aims for the increase of the works merely directed to the cognitive issues, but that can take into consideration the affectivity as a strategy in the school activities including all levels of teaching. The suggestion of this pattern requires, nevertheless, a bigger investment on the dialogue between the action implemented in schools of basic education, the interests of students and teachers and the academic reflection... (Complete abstract click electronic access below) / Doutor
12

The psychosocial influence of regular Facebook™ interaction on the self-esteem of grade 10 adolescents in an urban public school

Kleingeld, Lana 24 April 2014 (has links)
M.Ed. (Educational Psychology) / With the increasing development of technology and the cyber world, a culture of social networking has been established. Social networking sites, such as Facebook™, became useful and popular tools, specifically for young adolescents, as it offers engaging opportunities to connect, communicate and interact with peers while enabling and sustaining interpersonal relationships. Given the stage of development in which they reside according to Erikson, adolescents place immense value on their social activity and connectedness, and therefore a positive self-identity and self-esteem becomes dependent on their social success. This study attempted to explore the possible psychosocial effects, specifically on the self-esteem of adolescents, who regularly interact on Facebook™. The research was conducted at an urban public school in the northern suburbs of Johannesburg. Participants for the individual interviews were selected based on how thoroughly they completed their questionnaires which I requested of this grade 10 group. From the analysis of the data, four main categories emerged namely; positive and negative influences on self-esteem, deception on Facebook™, crystallisation of identity and dangers associated with Facebook™. Consistent with recent literature regarding social networking and its effects, the results suggested that there is a definite link between Facebook™ interaction and self-esteem and that the social interactions on Facebook™ can have both positive and negative effects on the self-esteem of the individual. It is however crucial to consider the dangers and detrimental effects on both the self-esteem and the safety of individuals. Furthermore interesting features that were illuminated by the research is the concept of deception on social networking sites and individuals’ tendency to deceive and mislead based on a desire to be accepted and to avoid criticism. Lastly the idea of individuals’ identity being crystallised through their social interaction on Facebook™ came through strongly. Recommendations made based on the findings include adapting the Life-Orientation curriculum to address social etiquette and moral guidelines pertaining to online behaviour and interactions. Recommendations for future research include, amongst others, broadening the context and exploring this issue throughout the whole of South Africa and to observe differences between urban and rural areas.
13

The use of Facebook fan page on promotion :a case study of the local online cake shop : Choco Choco / Case study of the local online cake shop : Choco ChocoChoco Choco

Ip, Ka Weng January 2017 (has links)
University of Macau / Faculty of Social Sciences / Department of Communication
14

Aplicativo Android para aquisição de dados de um baropodômetro via Bluetooth para apoio na análise de escoliose /

Nobukuni, Maria Inez. January 2014 (has links)
Orientador: Aparecido Augusto e Carvalho / Co-orientador: Erica Regina Marani Daruichi Machado / Banca: Carlos Antonio Alves / Banca: Maria Cláudia Ferrari de Castro / Resumo: Foi implementado um aplicativo para o sistema operacional Android, visando realizar a aquisição de dados de um baropodômetro via Bluetooth para apoio na análise de escoliose por profissionais da área da saúde. O aplicativo foi desenvolvido com a linguagem de programação orientada a objetos Java, no ambiente de desenvolvimento Eclipse. Esse aplicativo possibilita armazenar e visualizar informações de voluntários, como dados pessoais e medidas de força na região plantar de pacientes. Para a transmissão dos dados do baropodômetro foi desenvolvida uma instrumentação constituída por uma plataforma Arduino, um dispositivo PSoC, um módulo Bluetooth, um amplificador de instrumentação, um multiplexador, reguladores de tensão e potenciômetros. Utilizando o sistema implementado foi possível observar nitidamente diferenças na distribuição da descarga de peso na região plantar de voluntários hígidos e de voluntários com escoliose. Os resultados obtidos evidenciaram que os pacientes com escoliose descarregam de forma mais desigual os pesos nos pés direito e esquerdo que os pacientes hígidos. A maior diferença no percentual de descarga de peso entre os pacientes com escoliose e os hígidos ocorreu no médio pé, que nos pacientes com escoliose é menos da metade da que ocorre nos pacientes hígidos / Abstract: An application for the Android operating system that performs data acquisition of a baropodometer via Bluetooth to support the analysis of scoliosis by health care professionals was implemented. The application was developed with Java object oriented programming language in the Eclipse development environment. This application allows storing and displaying informations of volunteers, such as personal data and mensurements of force in the plantar region of patients. For the transmission of the barapodometer data, an instrumentation built with an Arduino platform, a PSoC device, a Bluetooth module, an instrumentation amplifier, a multiplexer, voltage regulators and pots was used. Using the implemented system, we can clearly see differences in the distribution of weightbearing in the plantar region of healthy volunteers and volunteers with scoliosis. The results showed that patients with scoliosis unload more unequally weights on the right and left feet that healthy patients. The biggest difference in the percentage of weightbearing in patients with scoliosis and healthy occurred in the midfoot. In patients with scoliosis, in this plantar region, the percentage of weightbearing is less than half of that in healthy patients / Mestre
15

Deep Learning for Android Application Ransomware Detection

Unknown Date (has links)
Smartphones and mobile tablets are rapidly growing, and very important nowadays. The most popular mobile operating system since 2012 has been Android. Android is an open source platform that allows developers to take full advantage of both the operating system and the applications itself. However, due to the open source community of an Android platform, some Android developers took advantage of this and created countless malicious applications such as Trojan, Malware, and Ransomware. All which are currently hidden in a large number of benign apps in official Android markets, such as Google PlayStore, and Amazon. Ransomware is a malware that once infected the victim’s device. It will encrypt files, unlock device system, and display a popup message which asks the victim to pay ransom in order to unlock their device or system which may include medical devices that connect through the internet. In this research, we propose to combine permission and API calls, then use Deep Learning techniques to detect ransomware apps from the Android market. Permissions setting and API calls are extracted from each app file by using a python library called AndroGuard. We are using Permissions and API call features to characterize each application, which can identify which application has potential to be ransomware or is benign. We implement our Android Ransomware Detection framework based on Keras, which uses MLP with back-propagation and a supervised algorithm. We used our method with experiments based on real-world applications with over 2000 benign applications and 1000 ransomware applications. The dataset came from ARGUS’s lab [1] which validated algorithm performance and selected the best architecture for the multi-layer perceptron (MLP) by trained our dataset with 6 various of MLP structures. Our experiments and validations show that the MLPs have over 3 hidden layers with medium sized of neurons achieved good results on both accuracy and AUC score of 98%. The worst score is approximately 45% to 60% and are from MLPs that have 2 hidden layers with large number of neurons. / Includes bibliography. / Thesis (M.S.)--Florida Atlantic University, 2018. / FAU Electronic Theses and Dissertations Collection
16

Facebook e censura

Rodrigues, Victor Cencini 05 October 2018 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-12-11T11:59:14Z No. of bitstreams: 1 Victor Cencini Rodrigues.pdf: 604746 bytes, checksum: 68d25d36933543ca0a28f1150e3ba5e7 (MD5) / Made available in DSpace on 2018-12-11T11:59:14Z (GMT). No. of bitstreams: 1 Victor Cencini Rodrigues.pdf: 604746 bytes, checksum: 68d25d36933543ca0a28f1150e3ba5e7 (MD5) Previous issue date: 2018-10-05 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The research focused on the issue of censorship on Facebook, verify the existence of this censorship and its nature, how this censorship is made and justified to users, how the American social network treats the content published by its users, censorship cases were searched on the EFF website (Eletronic Frontier Foundiation, an American civil rights organization such as freedom of expression on the internet, the survey touched on important Internet issues such as privacy, mass surveillance by governments and the private sector. censorship found range from activists of black movements censored by the denunciation of racist messages they receive, journalists who have been censored for reasons ranging from the disclosure of documents on political scandals or war crimes, research using the terms in their version of the year of 2015, every user entering a social network on the internet had to agree with the terms and privacy policy, the terms under which conditions a publication may be withdrawn / A pesquisa se debruçou sobre a questão da censura no Facebook e sobre a verificação da existência dessa censura e sua natureza, além de como essa censura é feita e justificada aos usuários. Houve um questionamento de como a rede social americana trata o conteúdo publicado pelos seus usuários. As consultas sobre os casos de censura foram realizadas no site da EFF (Eletronic Frontier Foundiation), organização americana que milita pelos direitos civis como a liberdade de expressão na internet. A pesquisa percorreu questões importantes para a internet como a privacidade, vigilância em massa feita pelos governos e pelo setor privado. Os casos de censura encontrados variam desde ativistas dos movimentos negros censurados pela denúncia de mensagens racistas que recebem e jornalistas que foram censurados por motivos que vão desde a divulgação de documentos sobre escândalos políticos ou crimes de guerra. A pesquisa concordou com a utilização dos termos em sua versão do ano de 2015 tendo em vista que os termos atuais foram divulgados na fase de finalização desta pesquisa, portanto não seria possível analisá-los. Todo usuário ao entrar em uma rede social na internet teve concordar com os termos e a politica de privacidade, os termos colocam em quais condições uma publicação pode ser retirada
17

Evaluación de usabilidad en dos aplicaciones de realidad aumentada para dispositivos móviles con sistema operativo Android

Palomino Ruiz, Ivonne Isabel, Wong Ortecho, Guillermo Víctor 05 June 2013 (has links)
El presente proyecto de fin de carrera tiene como fin el llevar a cabo la evaluación de usabilidad de dos aplicaciones de realidad aumentada llamadas Layar y Wikitude, que funcionan sobre dispositivos móviles con el sistema operativo Android. A partir de los resultados, se determina si estas aplicaciones son lo suficientemente intuitivas tanto para usuarios familiarizados con el uso de móviles, como para personas ajenas a estos. En el primer capítulo se describe detalladamente el problema a solucionar, así como la solución planteada; es decir, la ejecución de evaluaciones heurísticas a las aplicaciones seleccionadas. Del mismo modo, se detallan los conceptos relacionados a las evaluaciones a realizar, entre los que se encuentran la usabilidad y la realidad aumentada. A continuación, en el segundo capítulo, se realiza el diseño de las evaluaciones, describiendo la selección de las aplicaciones, las condiciones necesarias para las pruebas y los usuarios que la realizarán. De la misma manera, se establecen las fases que componen cada evaluación, así como los formatos a utilizar durante la ejecución de cada una. Luego de diseñar las evaluaciones, se procede a realizar la ejecución de las mismas, por lo que en el tercer capítulo se describe de qué manera se llevaron a cabo las fases de las evaluaciones, resaltando los acontecimientos que pudiesen afectar la confiablidad de los resultados. Los resultados de las evaluaciones se obtuvieron a partir de la recopilación y análisis de la información plasmada por los usuarios en los formatos utilizados. Por esta razón, en el cuarto capítulo se presentan algunos de estos formatos, y se describen los resultados obtenidos a partir del análisis de estas. Finalmente, en el quinto capítulo se presentan las conclusiones del proyecto. / Tesis
18

Diseño e implementación de una plataforma interactiva móvil orientada al aprendizaje en temas de física

Ku Lam, Christian Alexander 10 July 2014 (has links)
En la presente tesis se realiza el diseño y la implementación de un aplicativo móvil en Android cuyo propósito es el de motivar a los alumnos en la etapa escolar, edad en la que los jóvenes pierden fácilmente el interés por los temas académicos. Para lograr esto, la aplicación utiliza temáticas del curso de física para ser aplicadas en un innovador juego educativo, de esta forma el estudiante podrá complementar lo visto en clase con las dinámicas propias del juego. El entorno de trabajo a utilizar es Unity3D, equipado con un potente motor de física para la simulación de comportamientos reales en un entorno virtual. Adicionalmente, se emplean distintos programas y librerías para reforzar la aplicación móvil y resulte en un producto llamativo para el público. El trabajo realizado se encuentra estructurado de la siguiente manera: En el capítulo 1 se introduce el tema, la problemática que afronta nuestra sociedad en la actualidad y las tendencias en torno a la tecnología. Adicionalmente, se plantean los objetivos del proyecto. En el capítulo 2 se enfoca el marco teórico de las tecnologías involucradas en la culminación del juego: información sobre los distintos sistemas operativos, generalidades de la variedad de entornos de desarrollo para juegos y aplicaciones orientadas al diseño. En el capítulo 3 se realiza el análisis y la comparación de las alternativas presentadas, justificando la selección. Además, se incluye el diseño de la aplicación; temáticas y mecánicas a usar. En el capítulo 4 se detalla el proceso de implementación del juego, se trata de explicar la aventura de crear un juego desde el punto de vista del desarrollador. / Tesis
19

Measuring and Improving the Quality of Experience of Adaptive Rate Video

Nam, Hyunwoo January 2016 (has links)
Today's popular over-the-top (OTT) video streaming services such as YouTube, Netflix and Hulu deliver video contents to viewers using adaptive bitrate (ABR) technologies. In ABR streaming, a video player running on a viewer's device adaptively changes bitrates to match given network conditions. However, providing reliable streaming is challenging. First, an ABR player may select an inappropriate bitrate during playback due to the lack of direct knowledge of access networks, frequent user mobility and rapidly changing channel conditions. Second, OTT content is delivered to viewers without any cooperation with Internet service providers (ISPs). Last, there are no appropriate tools that evaluate the performance of ABR streaming along with video quality of experience (QoE). This thesis describes how to improve the video QoE of OTT video streaming services using ABR technologies. Our analysis starts from understanding ABR heuristics. How does ABR streaming work? What factors does an ABR player consider when switching bitrates during a download? Then, we propose our solutions to improve existing ABR streaming from the perspective of network operators who deliver video content through their networks and video service providers who build ABR players running on viewers' devices. From the network operators' point of view, we propose to find a better video content server based on round trip times (RTTs) between an edge node of a wireless network and available video content servers when a viewer requests a video. The edge node can be an Internet Service Provider (ISP) router in a Wi-Fi network and a packet data network gateway (P-GW) in a 4G network. During the experiments, our solution showed better TCP performance (e.g., higher TCP throughput during playback) 146 times out of 200 experiments (73%) over Wi-Fi networks and 162 times out of 200 experiments (81%) over 3G networks. In addition, we claim that the wireless edge nodes can assist an ABR video player in selecting the best available bitrate by controlling the available bandwidth in the radio access network between a base station and a viewer's device. In our Wi-Fi testbed, the proposed solution saved up to 21% of radio bandwidth on mobile devices and enhanced the viewing experience by reducing rebufferings during playback. Last, we assert that software-defined networking (SDN) can improve video QoE by dynamically controlling routing paths of video streaming flows based on the provisioned networking information collected from SDN-enabled networking devices. Using an off-the-shelf SDN platform, we showed that our proposed solution can reduce rebufferings by 50% and provide higher bitrates during a download. From the perspective of video service providers, higher video QoE can be achieved by improving ABR heuristics implemented in an ABR player. To support this idea, we investigated the role of playout buffer size in ABR streaming and its impact on video QoE. Through our video QoE survey, we proved that a large buffer does not always outperform a small buffer, especially under rapidly varying network conditions. Based on this finding, we suggest to dynamically change the maximum buffer size in an ABR player depending on the current capacity of its playout buffer for improving the QoE of viewers. During the experiments, our proposed solution improved the viewing experience by offering 15% higher average played bitrate, 70% fewer bitrate changes and 50% shorter rebuffering duration. Our experimental results show that even small changes of ABR heuristics and new features of network systems can greatly affect video QoE. However, it is still difficult for video service providers or network operators to evaluate new ABR heuristics or network system changes due to lack of accurate QoE monitoring systems. In order to solve this issue, we have developed YouSlow ("YouTube Too Slow!? - YouSlow") as a new approach to monitoring video QoE for the analysis of ABR performance. The lightweight web browser plug-in and mobile application are designed to monitor various playback events (e.g., rebuffering duration and frequency of bitrate changes) directly from within ABR video players and calculate statistics along with video QoE. Using YouSlow, we investigate the impact of the above playback events on video abandonment: about 10% of viewers abandoned the YouTube videos when the pre-roll ads lasted for 15 seconds. Even increasing the bitrate can annoy viewers; they prefer a high starting bitrate with no bitrate changes during playback. Our regression analysis shows that bitrate changes do not affect video abandonment significantly and the abandonment rate can be estimated accurately using the rebuffering ratio and the number of rebufferings. The thesis includes four main contributions. First, we investigate today's popular OTT video streaming services (e.g., YouTube and Netflix) that use ABR streaming technologies. Second, we propose to build QoS and QoE aware video streaming that can be implemented in existing wireless networks (e.g., Wi-Fi, 3G and 4G) and in SDN-enabled networks. Third, we propose to improve current ABR heuristics by dynamically changing the playout buffer size under varying network conditions. Last, we designed and implemented a new monitoring system for measuring video QoE.
20

A Descriptive Analysis of the Most Viewed YouTube Videos Related to Depression

Baquero, Elizabeth Pessin January 2018 (has links)
Depression contributes to a host of health problems resulting in disability, pain, and death. An important aspect of preventing and reducing the harmful effects of depression is educating the public about this pervasive mental disorder, including the importance of early detection and effective treatment. During the past 20 years, many people have turned to the Internet in general and social media in particular to learn about health. Current research has examined YouTube coverage of some mental health topics, but no published research describing YouTube coverage of depression was identified. The purpose of this study was, therefore, to describe the most viewed YouTube about depression with respect to source, speaker, format, purpose, number of views, length, upload year, and content. A cross-sectional design was used to examine the 394 most viewed YouTube videos on depression. Collectively, these 394 videos were viewed 155,349,029 times. Three sources—consumers, internet-based video, and nongovernmental agencies—accounted for approximately 85% of the most frequently viewed videos and garnered 93% of the total views (n=144,506,467). Consumers uploaded almost half of all the most widely viewed videos (n=193, 48.98%), and these videos had the highest cumulative view count (74,391,500 views). Content mainly focused on signs and symptoms, which were covered in more than 75% of the videos (n=300, 76.14%), and promotion of healthful behaviors and protective factors, which was covered in 68.52% (n=270). Slightly more than one-half of the videos explicitly mentioned risk factors (n=200), and slightly less than one-half provided general information about depression (n=189). Between 20% and 35% of the videos included content related to suicide (23.10%), stigma (22.08%), psychotherapy (28.93%), medication (31.22%), and alternative therapies (30.96%). Content related to screening was only included in 9 of the most widely videos (2.28%). While good sleep hygiene was only mentioned in 28 videos (7.11%), collectively, these videos received over 16 million views. Another main finding was that governmental agencies have not produced videos that are among those most widely viewed. Given YouTube’s wide reach, they should, however, be using this media channel to help inform the public.

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