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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.
1

Dialogues with the unwell body : Rethinking the notion of wellbeing in HCI from feminist and somaesthetic perspectives

Kaklopoulou, Eirini January 2022 (has links)
With the emergence of ubiquitous computing and biosensing technologies, there is a growing interest to explore wellbeing within design research. This paper unpacks the notion of wellbeing from somaesthetic and feminist perspectives. Through a series of evocative first-person design explorations, a soma-based design workshop, and a cultural probes study, I re-think wellbeing along the concept of the ever-changing body, a continuously and holistically changing organism with human and non-human features which is influenced by society, culture and economy. This contributes to a new understanding on how we relate to wellbeing and to practices of care and wellness, and how might we design technologies for awareness and understanding of our wellbeing. As the process unfolds, I discuss alternative design approaches for digital wellbeing considering aspects of touch and discomfort, materiality as a probe and care for the more-than-human. I argue that the slowness and openness of somaesthetic design paired with the open-ended character of cultural probes reveal tensions that exist between individuals and wellbeing and facilitate a greater diversity of bodies and minds. With this project, I propose an open-ended design approach to wellbeing building on the soma design space that can be used in the design of biosensing technologies for wellbeing. / Med framväxten av allestädes närvarande datorer och bioavkänningssensing-teknologier finns det ett växande intresse för att utforska välbefinnande inom designforskning. Denna artikel tar upp begreppet välbefinnande på en individuell berikad med andras förstapersonsupplevelser ur somestetiska samtoch feministiska perspektiv. Genom en serie stämningsfulla designutforskningar i första person, en soma-baserad designworkshop och en kulturell probesstudie utforskarstuderar jag välbefinnande längs konceptet ever-changing body, en kontinuerligt och holistiskt föränderlig organism med mänskliga och icke-mänskliga egenskaper som påverkas av samhälle, kultur och ekonomi. Detta bidrar till en ny förståelse för hur vi förhåller oss till välbefinnande och till praxis för vård och välbefinnande, samtoch hur vi kan utforma teknologier för medvetenhet och förståelse för vårt välbefinnande. Jag hävdar att långsamheten och öppenheten ihos somestetisk design i kombination med den öppna karaktären hos kulturella undersökningar avslöjar spänningar som finns mellan individer och välbefinnande vilkeoch underlättar en större mångfald av kroppar och sinnen. Allt eftersom processen utvecklas, jag diskuterar alternativa designmetoder för digitalt välbefinnande med tanke på aspekter såsomav beröring och obehag, materialitet som en sond och mer än mänsklig design i åtanke. Med det här projektet föreslår jag en öppen designstrategi för välbefinnande som bygger på soma-designutrymmet som kan användas vid utformningen av bioavkännings-teknologier för välbefinnande.
2

Perceptual elements affecting navigation of players in first person games

Viio, Leon January 2019 (has links)
Context. This thesis’ goal was to test whether or not perceptual elements which do not intrude on player movement were reliable methods of leading the player through an environment without specifically telling them where to go, focusing on players already accustomed to first person perspective(FPP) games. This was a remake of an older experiment in the hopes of finding different results than last time it was tested, by making improvements to the test chambers, and altering the application of these different elements which were used to test the participants navigation. Objectives. In the user study, the player was forced to pick between two mirrored pathways with a specific variable distinguishing them in the hopes that the players will follow a predictable pattern. By proving that none heads up display(HUD) elements were reliable tools for player navigation, it could introduce new ideas for level designers and artists working within the industry to guide player pathing in a first person perspective game. Methods. This experiment was constructed using different soft-wares commonly used in the game industry, and was made to be easily repeatable by other who would like to expand on the subject. References used were mostly scientific articles which could be found using google scholar, ACM library and researchgate. The articles in question were sourced by their use as references and the validity was assessed by their abstract, discussion thought process and own references used. Results. Using 17 different students from Blekinge institute of technology as participants in three different test scenarios where they had to navigate their surroundings by choosing between one of two pathways. The results show promising indications for further research in the subject, with the large majority of people picking the predicted path. Conclusions.While the data collected by the participants show promising results in favor of reliable means of navigation through the environmental effects used in the experiment, there were many altering factors at play which potentially could have altered the results. The topic of player navigation in games are a widely contested area with many factors at play. More research is necessary to reach a more conclusive answer, but shows great potential judging by the results.
3

Hjälpsam och sammarbetsvillig : Elevers delaktighet i åtgärdsprogram

Herting, Anna January 2008 (has links)
<p>The Swedish school law says that students who need special education should have all the support they need to reach the qualification that is set up. The arrangements have to be written down in an Individual education plan (IEP). Before the IEP is set up there has to be an investigation about what kind of support and measures the student needs to reach the qualification that is set up. The aim of this study is to examine student’s participation in school and in the progress with their own IEP.</p><p>I have accomplished a qualitative study by interviewing eight students during the letter part in the nine-year school. Each student has an IEP. My study has been accomplished in a first person perspective where I have rendered the student’s own stories as I understood them. The result shows that the student’s participation varies between active and passive participation independent of whether the participation is social or task-orientated. The main reason for the students to come to school is to join their friends. The result also shows that the students describe that they are participating in school and in the progress with their IEP even if their participation often is described as a passive involvement. Connecting to earlier researches shows that participation is more often recognised when the respondents are adults in school than if the respondents are students.</p><p>My conclusion of this study is that students have to participate earlier and more often in the junior school. That will lead to more engagement and motivation and the students will take more responsibility for learning in school. In that way they will get more knowledge according to our curriculum which is necessary for the examination in the ninth year.</p> / <p>I skolans styrdokument står att elever i behov av särskilt stöd ska få det stöd som krävs för att de ska ha möjlighet att nå målen. Detta stöd ska dokumenteras i ett åtgärdsprogram där mål och åtgärder ska beskrivas. Innan själva åtgärdsprogrammet upprättas ska det göras en kartläggning av vilket behov av stöd som krävs för att eleven ska ges möjlighet att nå målen. I denna studie vill jag undersöka hur några elever i grundskolans senare år upplever skolan och då med särskilt fokus på hur de ser på sin delaktighet i skolan och i arbetet med sitt åtgärdsprogram..</p><p>Jag har genomfört en kvalitativ studie genom att intervjua åtta elever i grundskolans senare år med upprättade åtgärdsprogram. Studien har genomförts ur ett elevperspektiv där jag har återgett elevernas beskrivningar så som jag har uppfattat dem. Resultatet visar att elevernas delaktighet varierar mellan aktiv och passiv delaktighet oberoende av om delaktigheten är social eller uppgiftsorienterad. Aktiv delaktighet kräver motivation och engagemang. Med passiv delaktighet avser jag ett deltagande utan engagemang eller motivation. Resultatet visar också att eleverna i första hand kommer till skolan för att träffa och umgås med kamrater. När det gäller delaktighet i skolan och i arbetet med sitt åtgärdsprogram visar studien att eleverna anser att de varit delaktiga även om delaktighet ofta beskrivs som ett passivt deltagande. Vid jämförelser med tidigare forskning framkommer att elevers delaktighet beskrivs större i de studier som genomförts med skolpersonal som informanter än i de studier som genomförts med elever som informanter.</p><p>Min slutsats av denna studie blir att elever behöver göras delaktiga oftare och tidigare i skolåren för att eleverna ska känna motivation och engagemang för sitt lärande. Därmed får eleverna den kunskap som är nödvändig för att efter nionde skolåret nå de mål som beskrivs i läroplan och kursplaner.</p>
4

Hjälpsam och sammarbetsvillig : Elevers delaktighet i åtgärdsprogram

Herting, Anna January 2008 (has links)
The Swedish school law says that students who need special education should have all the support they need to reach the qualification that is set up. The arrangements have to be written down in an Individual education plan (IEP). Before the IEP is set up there has to be an investigation about what kind of support and measures the student needs to reach the qualification that is set up. The aim of this study is to examine student’s participation in school and in the progress with their own IEP. I have accomplished a qualitative study by interviewing eight students during the letter part in the nine-year school. Each student has an IEP. My study has been accomplished in a first person perspective where I have rendered the student’s own stories as I understood them. The result shows that the student’s participation varies between active and passive participation independent of whether the participation is social or task-orientated. The main reason for the students to come to school is to join their friends. The result also shows that the students describe that they are participating in school and in the progress with their IEP even if their participation often is described as a passive involvement. Connecting to earlier researches shows that participation is more often recognised when the respondents are adults in school than if the respondents are students. My conclusion of this study is that students have to participate earlier and more often in the junior school. That will lead to more engagement and motivation and the students will take more responsibility for learning in school. In that way they will get more knowledge according to our curriculum which is necessary for the examination in the ninth year. / I skolans styrdokument står att elever i behov av särskilt stöd ska få det stöd som krävs för att de ska ha möjlighet att nå målen. Detta stöd ska dokumenteras i ett åtgärdsprogram där mål och åtgärder ska beskrivas. Innan själva åtgärdsprogrammet upprättas ska det göras en kartläggning av vilket behov av stöd som krävs för att eleven ska ges möjlighet att nå målen. I denna studie vill jag undersöka hur några elever i grundskolans senare år upplever skolan och då med särskilt fokus på hur de ser på sin delaktighet i skolan och i arbetet med sitt åtgärdsprogram.. Jag har genomfört en kvalitativ studie genom att intervjua åtta elever i grundskolans senare år med upprättade åtgärdsprogram. Studien har genomförts ur ett elevperspektiv där jag har återgett elevernas beskrivningar så som jag har uppfattat dem. Resultatet visar att elevernas delaktighet varierar mellan aktiv och passiv delaktighet oberoende av om delaktigheten är social eller uppgiftsorienterad. Aktiv delaktighet kräver motivation och engagemang. Med passiv delaktighet avser jag ett deltagande utan engagemang eller motivation. Resultatet visar också att eleverna i första hand kommer till skolan för att träffa och umgås med kamrater. När det gäller delaktighet i skolan och i arbetet med sitt åtgärdsprogram visar studien att eleverna anser att de varit delaktiga även om delaktighet ofta beskrivs som ett passivt deltagande. Vid jämförelser med tidigare forskning framkommer att elevers delaktighet beskrivs större i de studier som genomförts med skolpersonal som informanter än i de studier som genomförts med elever som informanter. Min slutsats av denna studie blir att elever behöver göras delaktiga oftare och tidigare i skolåren för att eleverna ska känna motivation och engagemang för sitt lärande. Därmed får eleverna den kunskap som är nödvändig för att efter nionde skolåret nå de mål som beskrivs i läroplan och kursplaner.
5

Architecture as Narrative in First Person Level Design : A Reading of Mirror’s Edge Catalyst

Hemberg, Max, Josefsson, Ludwig January 2021 (has links)
The video games industry is rapidly developing as technology allows designers to create increasingly comprehensive worlds for their players to explore. Acknowledging the experience gained by architects designing similar structures for the physical world, this thesis explorescross-disciplinary research. The relationship between architecture and level design is here utilized to further the understanding of architectural space within first-person video games. A textual analysis is performed on Mirror’s Edge Catalyst to investigate ways in which architecture may contribute to the narrative of a game. This reading embodies the aspirations of precedent studies, used by architects to understand and analyse the components within an architectural composition. The thesis is guided by the question “How can architectural space support the narrative in levels of first-person video games?” and manages to uncover multiple layers to the design of Mirror’s Edge Catalyst. The research conveys that the expectedgameplay experience guides the composition of the architecture within the level. Here the horizontal and vertical planes that define space may be utilized to facilitate the narrative throughtheir shape and configuration. The spatial segments are then arranged into linear or centralizedorganizations emphasizing the narrative of the level. Finally, throughout these spatial organizations monumental architecture is applied which provides stages that assist in conveyingthe focal point of the narrative. / Den digitala spelindustrin utvecklas snabbt i samband med teknologiska framsteg. Detta resulterar i förutsättningar för speldesigners att utveckla utförliga virtuella världar för deras spelare att utforska. Genom att erkänna den välutvecklade erfarenheten erhållen av arkitekter i deras arbete att konstruera världens samhällen, antar sig detta kandidatarbete tvärvetenskaplig forskning. Relationen mellan arkitektur och level design används här för att främja förståelsen för arkitektoniskt utrymme inom videospel som utspelar sig i första person. En textanalys är utförd på Mirror’s Edge Catalyst med syftet att undersöka olika möjligheter för arkitektur att bidra till narrativ inom spel. Denna analys aspirerar till att förhålla sig till målet av en prejudikatstudie som tillåter arkitekter att förstå och analysera komponenter inom en arkitektonisk komposition. Kandidatarbetet vägleds av forskningsfrågan ”Hur kan arkitektoniskt utrymme användas för att stödja ett narrativ i banor från första-persons videospel?”. Forskningen visar att den förväntade spelupplevelsen inom en bana styr den arkitektoniska kompositionen. Horisontella och vertikala ytor används för att definiera utrymme medan deras form och sammansättning ger plats åt banans narrativ. Det uppdelade utrymmet placeras sedan in i linjära eller centraliserade organisationer vilket styrker den narrativa upplevelsen som etableras. Under dessa organisationer placeras storslagen arkitektur, vilket ger upphov till scener vars syfte är att underlätta kommunikationen av fokuset inom narrativet.
6

Experiences, networks and uncertainty : parenting a child who uses a cochlear implant

Adams Lyngbäck, Liz January 2016 (has links)
The aim of this dissertation project is to describe the ways people experience parenting a deaf child who uses a cochlear implant. Within a framework of social science studies of disability this is done by combining approaches using ethnographic and netnographic methods of participant observation with an interview study. Interpretations are based on the first-person perspective of 19 parents against the background of their related networks of social encounters of everyday life. The netnographic study is presented in composite conversations building on exchanges in 10 social media groups, which investigates the parents’ meaning-making in interaction with other parents with similar living conditions. Ideas about language, technology, deafness, disability, and activism are explored. Lived parenting refers to the analysis of accounts of orientation and what 'gets done' in respect to these ideas in situations where people utilize the senses differently. In the results, dilemmas surrounding language, communication and cochlear implantation are identified and explored. The dilemmas extend from if and when to implant, to decisions about communication modes, intervention approaches, and schools. An important finding concerns the parents’ orientations within the dilemmas, where most parents come up against antagonistic conflicts. There are also examples found of a development process in parenting based on lived, in-depth experiences of disability and uncertainty which enables parents to transcend the conflictive atmosphere. This process is analyzed in terms of a social literacy of dis/ability.
7

Gestural communication in Parkinson's disease : language, action and cognition

Humphries, Stacey Alexandra January 2016 (has links)
Parkinson’s disease (PD) is a neurodegenerative condition which results in severe motor impairment. Deterioration in multiple domains of cognition is another hallmark of PD. Together, these motor and cognitive impairments impact substantially on language and communication. Co-speech gestures are a form of action and are also part of linguistic processes, yet have rarely been explored in PD. Gestures can provide imagistic depictions of concepts described by speech and contribute to communication in healthy individuals. They rely on visual, spatial, and motor simulations and imagery, which may be impaired in PD. It is therefore of clinical importance to evaluate how co-speech gestures might be impaired to understand the extent of communicative impairment in PD. PD can also provide a useful model to understanding the cognitive basis of co-speech gesture in healthy people. In Chapter 2, participants described isolated actions. Gesture rate did not differ between the two groups, however, the groups differed in terms of the visual perspective they adopted when depicting actions in gesture. Controls preferred a “character viewpoint” or first-person perspective where their hands represented the hands of the actor, whereas PD patients preferred an “observer viewpoint” or third-person perspective, where their hand represented a whole person. This finding was replicated and extended in Chapter 3 where low-motion and high-motion actions were described in a longer narrative task. PD patients produced fewer character viewpoint gestures when describing high-motion action events, suggesting a difficulty in simulating these events from a first-person perspective. In addition, PD patients had difficult depicting “manner” (how an action is performed) features in gesture during high but not low motion. Extending the findings of Chapter 2, whilst overall rate of gesture production was not affected, PD patients produced action gestures at a significantly lower rate than controls. Chapter 4 took a different focus by investigating gesture depictions of static spatial (rather than dynamic action) features via a house description task. Gesture rate did not differ, but the groups depicted different types of spatial properties to a different extent. Whilst both groups predominantly gestured about location and relative position information, PD patients gestured more about directions whereas controls gestures more about shape and size information. This suggests that different strategies were being employed by the two groups. Finally, testing young adults’ comprehension of these spatial gestures in Chapter 5 revealed that gestures did not significantly improve comprehension of either PD patients’ or controls’ spoken messages, though there may have been ceiling effects. However, both PD patients and controls were viewed as more competent when their messages were viewed with gestures. The findings suggest a selective action-gesture deficit in PD which complements work demonstrating action-verb impairments in these patients, and supports gesture production theories which hypothesise a role for motor simulations and imagery. Overall gesture rate appears to be largely unaffected. The effects of PD can be felt beyond changes to goal-directed action, in the realms of language and social behaviour, but gestures may be able to improve listeners’ social perceptions of PD patients.
8

Barriers To Entry For New PlayersIn First-Person Games : The issues that new players encounter and possible ways to solve them

W Andersson, Joakim, Hassis, Pontus January 2017 (has links)
This paper studies how new players approach first-person games using a controller. By observingthe behaviour of five mostly inexperienced individuals as they play through the first few levelsof the game Portal 2 , the following patterns for barriers to entry can be observed:The game presumes common knowledge of its player that new players lack.Uninitiated have a hard time using buttons and sticks simultaneously for complicatedmaneuvers.New players primarily use the buttons that they can see with a casual glance, causingsome buttons to be less used.Misunderstanding due to not clearly have been shown possibilities in the gameworld.New players are unaware of the Options menu.Players find navigation and orientation difficult when lacking all the senses of a physicalbody.The fear of not being good enough causes distress.Players find it a waste of time to redo previously conquered challenges or not makingprogress fast enough.The paper then discusses possible solutions to these problems. / Denna rapport studerar hur nya spelare närmar sig förstapersonsspel som kontrolleras medhandkontroll. Genom att observera beteendet hos fem till mestadels oerfarna individer medan despelar igenom några av de första få banorna i spelet Portal 2 kan följande mönster som hindrardem från att börja spela urskiljas:Spelet förutsätter att dess spelare har en gemensam allmän kunskap. Kunskap som nyaspelare saknar.Oinvigda har svårt att använda både knappar och spakar simultant för att utförakomplicerade manövrar.Nya spelare använder primärt knapparna som de kan se vid en flyktig blick, vilketorsakar att vissa knappar blir mindre frekvent använda än andra.Missförstånd på grund av att icke klart och tydligt blivit meddelade spelvärldenmöjligheter.Nya spelare är omedvetna om Options-menyn.Spelare finner att röra sig i spelvärlden är svårt när de inte har tillgång till alla sinnen enfysisk kropp har.Rädslan för att inte vara bra nog orsakar oro.Spelare finner att det är slöseri med tid att göra om tidigare erövrade utmaningar eller attinte göra framsteg i tillräckligt hög fart.Denna rapport diskuterar möjliga lösningar på dessa problem.
9

Reflections on One’s Own Body : An Approach to the Potential of Self-Image in HCI / Reflektioner över den Egna Kroppen : Ett Förhållningssätt till Självbildens Potential i HCI

Blanco Cardozo, Rebeca January 2023 (has links)
Self-image and the way we present ourselves to the world are highly relevant in today’s society, fostered to some extent by the ubiquitous use of technology. For example, the idealized body image that is disseminated in the media and on social networks can affect the relationship we have with ourselves. Beyond the idyllic images promoted by external agents, there is a personal aspect that also defines who we are and how we relate to our environment; that is self-fashioning, a constant self-driven, ameliorative change in accordance to the ideals promoted by somaesthetics. In line with this approach, our bodies could be understood as spaces for self-design to increase somaesthetic appreciation, both of ourselves and the world. This thesis discusses some early considerations for the development of self-fashioning technologies and the exploration of the design space. By conducting a soma-oriented workshop and a subsequent first-person exploration, I introduce a set of design features that might be addressed when devising embodied artifacts. They highlight the importance of "constant becoming," a situated ongoing process that shapes us, arguing that technologies for self-fashioning should support it. / Självbilden och hur vi presenterar oss för världen är högst relevanta i dagens samhälle, delvis underblåst av den allestädes närvarande användningen av teknik. Till exempel kan den idealiserade kroppsbild som sprids i medierna och på sociala nätverk påverka relationen vi har till oss själva. Utöver de idylliska bilder som främjas av externa agenter finns det en personlig aspekt som också definierar vilka vi är och hur vi förhåller oss till vår miljö; det vill säga self-fashioning, en konstant självdriven och förbättrande förändring i enlighet med de ideal som främjas av somaestetiken. I linje med detta synsätt kan våra kroppar förstås som utrymmen för självutformning för att öka somaestetisk uppskattning, både av oss själva och av världen. Denna uppsats diskuterar några tidiga överväganden för utformningen av self-fashioning teknologier och utforskningen av designutrymmet. Genom en soma-orienterad workshop och en efterföljande förstapersonsutforskning presenterar jag en uppsättning designfunktioner som kan hanteras när man designar inbäddade artefakter. De betonar vikten av "constantly becoming", en situerad pågående process som formar oss, och argumenterar för att teknologier för self-fashioning bör stödja det.
10

H.P. Lovecraft's Literary "Supernatural Horror" in Visual Culture

Wallace, Nathaniel R. January 2014 (has links)
No description available.

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