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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

History Hunt : Raising User’s Curiosity towards Places of Historical Value using Narrative-driven, Location-based Augmented Reality

Olsson, Eric January 2017 (has links)
Today our society is greatly built on modern technologies. In most parts of the world itis a social standard to have access to a smartphone and the Internet. Being able to keepin touch with others, consuming information, or being entertained independent of placeand time are assumed standards. From an entertainment perspective, the interactivemedium has changed in the modern society, the gaming community is still growing, andfor many it is a daily routine to play some sort of game, either on the computer, tablet orsmartphone. However, new ways to engage the user in fun activities are still beingexplored. At the same time, the consumption of media and use of digital technologiesraises concerns towards health issues and time spend outside in the nature, according tocritics. Pokemon Go, a smartphone application released in 2016, presented a possiblesolution to this problem, encouraging users to go outside and catch Pokemons due to thelocation-based nature of the application. The need to physically move to certain placesin order to catch a certain Pokemon facilitated not just people’s exercise, but also socialaspects as one would likely meet other players trying to catch Pokemons. While this is astep in the right direction, I strongly believe that this technological advancement couldalso be used for other entertaining and beneficial needs to people. This thesis investigates an approach of using similar technologies compared to thoseused in Pokemon Go, combined with narrative elements and a linear task system, inorder to create an experience with the purpose to engage users with local places ofhistorical value. By using geolocation-based technology, the application guides the userto places of historical value, while augmented reality (AR) elements are used to raisethe user’s interest, and further engage them in an interactive way. The developedapplication allows the user to solve tasks, which require interaction and exploration withthe real world environment in order to gain the necessary information, related to thehistorical value of the place, to solve the task. To provide a more meaningful scenario,all this is accompanied with a complete narrative. Design and concept have beenevaluated by four experts within explorative discussions, which lead to the laterimplementation of a digital prototype. This prototype was then tested and evaluated,providing practical feedback and insights. The user interaction study, conducted withnine participants around the Linnéparken area in Växjö, suggests that the users overallfelt engaged interacting with the application and the real world environment. They alsoseemed to have developed a better understanding about the local history by gaining newinsights about the information and areas presented to them. Users also stated that duringprevious visits to the area they had not payed attention to the statues and otherinformation signs, thus resulting in a new experience visiting the area facilitated throughthe use of the developed application. The users were positive about exploring even morepoints of interest in the future if presented this way, indicating their acceptance towardsthe developed application. Some users also stated that the narrative elements made theexperience interesting and motivating. While both application design and concept wereunderstandable, the applied navigation system would need further improvements,although all users were successfully able to navigate to the real world points of interest.The AR-features seemed to increase the user’s enjoyment, while being useful at thesame time, as the AR-markers provided necessary clues considering where to findanswers to the presented questions as well as a sense of progression with the narrative. / Idag är vårt samhälle starkt byggt på modern teknik. I de flesta delar av världen är deten social standard att ha tillgång till en smartphone och Internet. Att kunna hållakontakten med andra, konsumera information, eller underhållas oberoende av plats ochtid, antas vara normer. Ur ett underhållningsperspektiv har det interaktiva medietförändrats i samhället, spelindustrin växer fortfarande och för många är det en dagligrutin att spela något slags spel, antingen på datorn, surfplattan eller smartphonen. Mennya sätt att engagera användaren i roliga aktiviteter undersöks fortfarande. Samtidigt,enligt kritiker, ger konsumtionen av media och användningen av digital teknikanledning till oro för hälsoproblem samt tid spenderad ute i naturen. Pokemon Go, ensmartphone-applikation som släpptes 2016, presenterade en möjlig lösning på dessaproblem, och uppmuntrade användarna till att gå ut för att fånga Pokemons tack vareapplikationens platsbaserade karaktär. Behovet av att fysiskt flytta sig till olika platserför att fånga Pokemons underlättad inte bara människors motionering, men bidrogockså med sociala aspekter då man sannolikt kommer möta andra spelare ute iverkligheten. Även om detta är ett steg i rätt riktning, tror jag starkt att dessa tekniskaframsteg också kan användas för andra underhållande och fördelaktiga syften. Denna studie undersöker ett sätt att använda liknande tekniker jämfört med de somanvänds i Pokemon Go, kombinerat med narrativ och ett linjärt uppdragssystem, för attskapa en upplevelse med syfte att engagera användare mot lokalhistoriska platser.Genom att använda geolocation-baserad teknik, guidar applikationen användaren tilllokalhistoriska platser, medans elementen inom förstärkt verklighet (AR) används föratt höja användarens intresse och engagera dem på ett interaktivt sätt. Den utveckladeapplikationen låter användaren lösa uppgifter som kräver interaktion och utforskning avden verkliga världsmiljön, för att få den information som krävs för att lösa uppgiften.För att ge ett mer meningsfullt scenario kompletteras detta med ett narrativ. Design ochkoncept har utvärderats av fyra experter genom utforskande diskussioner, vilket senareledde till implementering av en digital prototyp. Denna prototyp testades ochutvärderades mot användare, vilket gav feedback och insikter. Interaktionsstudier medanvändare, vilken genomfördes med nio deltagare vid Linnéparken i Växjö, föreslår attanvändarna i allmänhet kände sig engagerade under interaktion med applikationen ochvärldsmiljön. De verkade också ha utvecklat en bättre förståelse om lokalhistoriagenom att få nya insikter om informationen som presenteras för dem. Användareuppgav också att de under tidigare besök i området inte hade uppmärksammat statyernaeller andra informationsskyltar, vilket resulterade i en ny upplevelse genom att besökaområdet tack vare applikationen. Användarna var positiva till att utforska flerintressanta platser i framtiden om de presenterades på detta sätt, vilket indikerar derasacceptans mot den utvecklade applikationen. Vissa användare uppgav också att denarrativa elementen gjorde upplevelsen intressant och motiverande. Medans bådeapplikationsdesign och koncept var förståeligt skulle det tillämpadenavigationssystemet behöva ytterligare förbättringar, även om användarna lyckadesnavigera till platserna i den verkliga världen. AR-funktionen verkade öka användarensnöje samtidigt som den var användbar eftersom att AR-markörerna tillhandahöllnödvändiga ledtrådar åt vart användaren kunde hitta svaren på presenterade frågor.
2

Von Übernotation und Unternotation

Näf, Lukas, Sackmann, Dominik 01 October 2024 (has links)
Das Notierte spielt im klassischen Musikbetrieb eine viel zu große Rolle. Seine ›genaue‹ Befolgung ist die Ursache für allerlei anachronistische Ideologien und Missverständnisse. Die genaue Abstufung der Dynamik anhand der angegebenen Buchstaben steht in markanter Konkurrenz zu den grammatischen, oratorischen und pathetischen Akzenten (H.Chr. Koch) und zur Takthierarchie, wie sie seit dem 15. Jahrhundert gegolten hat. Die Äquidistanz des Notierten führt zur Ideologie des stabilen Tempos, das einem Missverständnis aus einer (falsch verstandenen) Rezipientenperspektive gleichkommt. Die »invitation to collaborate« (Barrett) erstreckt sich einerseits auf die Anreicherung und Variation des Notierten in der solistischen Musik vom 16. bis 20. Jahrhundert, andererseits gelegentlich auch auf eine Reduktion gegenüber dem geschriebenen Melodieverlauf (z. B. in gewissen Klaviersonaten der Wiener Klassik). Diese Denkweise ist noch immer nicht im praktischen Musikbetrieb (inkl. Wettbewerb und Probespiel) angekommen. Unser Beitrag widmet sich angesichts dieser Sachlage der Frage: Wann, wie und mit welcher Absicht notierten Komponisten des 17.–20. Jahrhunderts (von Sweelinck bis Willy Burkhard) Angaben zu Dynamik, Artikulation und Tempomodifikation, und wann und mit welcher Absicht notierten sie diese gerade nicht, um nichts Ungewolltes zu provozieren. Außerdem gehen wir der Frage nach, wo das Fehlen von Aufführungsangaben auch das gewollte Unterbleiben von jeglichen Veränderungen in Tempo, Dynamik und Artikulation bedeutet – als rhetorische Qualität. / What is notated plays far too large a role in the classical music industry. Its ‘exact’ observance is the cause of all kinds of anachronistic ideologies and misunderstandings. The exact gradation of dynamics based on notated letters is in striking competition with grammatical, oratorical and pathetic accents (H.Chr. Koch) and with the metrical hierarchy that has been valid since the 15th century. The equidistance of the notated leads to an ideology of stable tempo, which is tantamount to a misunderstanding from a (misunderstood) recipient’s perspective. The “invitation to collaborate” (Barrett) extends on the one hand to enrichment and variation of what is notated in soloistic music from the 16th to the 20th century, and on the other hand occasionally to a reduction in relation to the written melodic line (e. g. in certain piano sonatas of the Viennese classical period). This way of thinking has still not arrived in general music practice (including competitions and auditions). In view of this situation, our contribution is devoted to this question: when, how and with what intention did composers of the 17th–20th centuries (from Sweelinck to Willy Burkhard) notate indications of dynamics, articulation and tempo modification, and when and with what intention did they not notate them, so as not to provoke anything unwanted. We also explore the question of where the absence of performance indications also means the deliberate omission of any changes in tempo, dynamics and articulation – in the sense of a rhetorical quality.
3

Memória arquivada: produção literária/científica do Núcleo de Documentação e Informação Histórica Regional NDIHR (1976-1990)

Morais, Laudereida Eliana Marques 31 March 2012 (has links)
Made available in DSpace on 2015-04-16T15:23:22Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 4740496 bytes, checksum: 8fdd2875881e905a14cba3a6ae715a0c (MD5) Previous issue date: 2012-03-31 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / AccordingtoRicoeur(2007), thememoryistheregistrationofthespeech, of thetestimony and of thepast and saidthings, refers to thedesire tosave andpreservethrough writingthe pastin our present andfuture.In this context, in this work, we did adocumentary researchtodescribe and analyze thescientificliteratureof the Núcleo de Documentação e InformaçãoHistórica Regional (NDIHR), a supplementary agency of Universidade Federal da Paraíba (UFPB), and characterizetheir practiceswith production andinformation dissemination. The studyinvolved the analysis ofpublications,official documentsand interviewswith managersat the NúcleoandCollege. The analysisof data showed that, as an institution of memory, NDIHRwas topractice theinformation dissemination through publicationsonregional and local history, prevailing in suchpublicationsworkonlyoneauthorshipand collaborationof authors withacademic trainingin History andLibrarianship.It is concludedthat theNDIHRbecame anorgan ofthe vanguardat the Universidade Federal da Paraíbawith the introduction ofanew conception ofhistoryand newresearch methods. / Segundo Ricoeur (2007), a memória arquivada é a inscrição do discurso, do testemunho, das coisas passadas e ditas; refere-se à vontade de guardar e conservar, através da escrita, o passado no nosso presente e futuro. Nesse contexto, através deste trabalho, realizou-se uma pesquisa documental, com o objetivo de descrever e analisar a produção literária científica do Núcleo de Documentação e Informação Histórica Regional (NDIHR), órgão suplementar da Universidade Federal da Paraíba (UFPB), e caracterizar suas práticas de produção e disseminação da informação. O estudo envolveu a análise de publicações, de documentos administrativos e a realização de entrevistas com gestores do Núcleo e da UFPB. A análise dos dados mostrou que, como instituição-memória, o NDIHR tinha como prática disseminar a informação através de publicações sobre a história regional e local. Nessas publicações, prevaleceram trabalhos com autorias únicas e a colaboração de autores com formação acadêmica em História e Biblioteconomia. Conclui-se que o NDIHR se constituiu em um órgão de vanguarda na Universidade Federal da Paraíba, com a introdução de uma nova concepção de História e novos métodos de pesquisa.

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