• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 5
  • 4
  • 1
  • 1
  • Tagged with
  • 14
  • 14
  • 3
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 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

Quest Atlantis as an alternative educational tool – Children’s voices on Quest Atlantis and a method for involving users in participatory design. / Quest Atlantis som ett alternativt utbildningsveerktug : Barnens röst om Quest Atlantis och en metod för att involvera användare i participatory design.

Danet, Georgiana January 2004 (has links)
Alternative educational tools have been investigated, in form of a meta-game structure, a computer-based educational software (Quest Atlantis) which was used in an after-school environment within the frame of Fifth Dimension site in Ronneby. The study is based on field material from five sessions, each of two hours. A first focus in this thesis is on the extent to which such a virtual environment can be used for educational purposes, to which extent it can supplement the traditional educational system. A second focus is on how appropriate the software is to its educational purpose and how it can be improved by means of participatory design. The analysis of the data shows that computer games are a rich setting for human learning, in a more dynamic, active and involving manner than traditional education. In this particular case, we came to the conclusion how the software has to be improved in order to suite children’s computer skills and we came up with an original method for involving users in participatory design. / Alternativa utbildningsverktyg har studerats, i form av en meta-spel struktyr, en databaserad utbildning software (Quest Atlantis), som har varit använt i en efterskola miljö, inom Fifth Dimension ramar, i Ronneby. Studiet baseras på fältmaterialet från fem sessioner, varje session på två timmar. En först fokuspunkt i det här arbetet koncentrerar sig på: till vilken mån en sådan virtuel miljö kan användas för utbildnigssyfte och kan supplimentera det traditionella utbildningssystemet. En andra fokupunkt koncentrerar sig på hur lämpligt mjukvara är för dess utbildningssyften och hur den kan förbättras med hjälp av participatory design. Analysen av data visar att dataspel är rika miljöer för mänsklig lärande, på ett mer dynamiskt, aktivt och involverande sätt än traditionell utbildning. I det här studiet har vi kommit fram till att hur man kan förbättra mjukvaran för att passa barnens datavana och vi har uppfunnit en original metod för att involvera användare i participatory design. / This thesis has been conducted at the Department of Human Work Science, Media Technology and Humanities at Blekinge Institute of Technology in the fields of work science and computer science.
12

Utveckling av sparapplikation : En fallstudie om hur man utvecklar en applikation som påverkar människans kognitiva beteende / Development of a savings application : A case study about how to develop an application that affects the human cognitive behaviour

Othman, Nicole, Zakir, Adrian January 2019 (has links)
Hos flertalet människor finns en önskan om ett eget sparande, för långsiktiga såväl som kortsiktiga mål. Ser man till dagens bostadsmarknad och i synnerhet Stockholms län, kan det vara svårt för unga vuxna att ta sig in på bostadsmarknaden till följd av att det krävs att man ska ha sparat ihop till en kontantinsats.  Med syftet att motivera och öka individens penningsparande, genomfördes i denna studie en undersökning kring hur man i en applikation kan påverka mänsklig kognition och motivera individen till ett penningsparande. För uppdragsgivarens räkning, IT-konsult bolaget Etimo AB, har en prototyp i form av en sparapplikation utvecklats under denna studie.  Lösningsförslaget är ett resultat som bygger på svar från olika datainsamlingar och teknisk konstruktion. Resultaten från dessa datainsamlingar, där enkätundersökningar samt användbarhetstester utgjorde det viktigaste underlaget, visade att spelifiering är ett koncept som går att använda i en applikation för att påverka mänsklig kognition. Mer specifikt framkom det att element från speldesign såsom troféer samt framstegsmätare i form av poäng och grafer, har en positiv inverkan på användarens motivation. / To establish an own private savings, for both long-term as well as short-term goals, is a wish that most people have. Looking at the current housing market, there can be some difficulties for young adults, especially in the Stockholm county, to become an owner of a household. This due to the fact that an investment of this kind, often requires the individual to save up for a down payment.  This study has been conducted in order to obtain an answer on how to, in an application, affect human cognition and motivate individuals to increase their private savings. As a given assignment from the IT-consulting company Etimo AB, a prototype of a savings-application has been constructed during this study. The solution is a result based on various data collection methods as well as a software development process. The results of the study, in which usability tests and surveys where the most important ones, showed that gamification is a concept which can be used in an application in order to affect human cognition. The results showed more specifically that elements from game design, such as trophies and progress bars, have a positive effect on the users motivation.
13

Úloha tacitní znalosti v systémech pro podporu rozhodování / The role of tacit knowledge in decision support systems

Drábek, Josef January 2010 (has links)
The thesis defines the basic concepts of data, information and knowledge for which monitors the mutual ties. It uses them to define the dynamic process of knowledge that will further clarify the use of cognitive aspects of work with knowledge of the individual, group or organization. It follows the knowledge management processes that attach to the creation and knowledge transfer opportunities. An important part of this work is to assess the role of knowledge in information systems. In particular, it deals with the role tacit knowledge in decision support systems. For each types of systems observes their ability to work with knowledge and information, the suitability of the type of solved problems and their flexibility. Finally, considering the possibilities of further developments in relation to solving complex dynamic problems.
14

Minds, Machines & Metaphors : Limits of AI Understanding

Másson, Mímir January 2024 (has links)
This essay critically examines the limitations of artificial intelligence (AI) in achieving human-like understanding and intelligence. Despite significant advancements in AI, such as the development of sophisticated machine learning algorithms and neural networks, current systems fall short in comprehending the cognitive depth and flexibility inherent in human intelligence. Through an exploration of historical and contemporary arguments, including Searle's Chinese Room thought experiment and Dennett's Frame Problem, this essay highlights the inherent differences between human cognition and AI. Central to this analysis is the role of metaphorical thinking and embodied cognition, as articulated by Lakoff and Johnson, which are fundamental to human understanding but absent in AI. Proponents of AGI, like Kurzweil and Bostrom, argue for the potential of AI to surpass human intelligence through recursive self-improvement and technological integration. However, this essay contends that these approaches do not address the core issues of experiential knowledge and contextual awareness. By integrating insights from contemporary scholars like Bender, Koller, Buckner, Thorstad, and Hoffmann, the essay ultimately concludes that AI, while a powerful computational framework, is fundamentally incapaple of replicating the true intelligence and understanding unique to humans.

Page generated in 0.0837 seconds