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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.
361

Reliéfy / Reliefs

Horčicová, Monika Unknown Date (has links)
This master´s thesis consists of three relief objects composed from femur bones. The first relief object is geodetic structure applied to the shape of a sphere. The following two are deformed by softening the material from which they are cast. The second relief object also works with geometry (a square at the base) and systematic folding bones according to a clear order. The third relief can directly interfere with the viewer - the individual femurs contain every two magnets and therefore can move freely with them after the metal plate.
362

Dohled, média, interaktivita - Problematika dohledu v kontextu moderního mediálního prostoru / Surveillance, Media, Interactivity - Surveillance in the context of modern media

Šafránek, Michal January 2015 (has links)
The purpose of this thesis is to describe the key aspects of the surveillance in the contemporary social media reality. It aims to take note of the basic approaches and theories in the field of surveillance and tries to fully describe and understand the impact of the - so called social media in the (post) modern situation, using the position of the interdisciplinary field of Surveillance studies, and also the works of M. Foucault, G. Deleuze etc., with the emphasis put on the theoretical and practical aspects of surveillance and monitoring of the modern media reality. The work also aims to bring balanced, sometimes critical view on the contemporary means of online communication and the tools, or means, that can be used to monitor the users of the internet - with, or without their consent or notion. Key words Surveillance studies, surveillance, media, online interactions, interactivity, social media, marketing
363

Interaktivní knihy pro děti předškolního věku - výhody a rizika / Interactive books pro preschool children - benefits and risks

Marešová, Zuzana January 2019 (has links)
1 ABSTRACT This diploma thesis deals with interactive book for preschool children and their benefits and risks. In the theoretical part it is discuss the definition of interaction and interactive book, and its brief history. It provides a overview of the categories of interactive books available in internal bookstores. Finally it is put into context of interactive book characteristics of a pre- school child (developmental specifics, reading literacy, relationship to a book, the role of an adult). The research part of this work examines by method of content analysis of texts of two international empirical studies and questionnaire research between parents and teachers. Results show the benefits and risks of an interactive book for preschool children. Among the most frequently cited benefits were the development of eye-hand coordination, speech, thinking, and fantasy development. Opposidly, the most frequently cited risks were the quality of the book, child's attention on the physical handling of moving parts rather than on the story, and the interconnection of the illustration / moving elements with the story of the book. KEYWORDS preschool child, interactive book, interactivity, reading literacy, benefits, r 2
364

The Effects of VR on Consumer Attitudes : Lessons from Implementing VR Technologies in Real Estate Marketing

Gunnarsson, Filip, Mirza Ali Khan, Francois January 2020 (has links)
Virtual Reality (VR) has gained tremendous interest within the last decades and is rapidlybecoming a disruptive marketing tool across all industries. Predictions show that the VR marketis expected to reach a staggering US$120 billion by 2026 (Fortune Business Insights, 2019).While previous research has investigated the impact of VR on consumer attitudes, theconnection between its immersive characteristic, i.e. telepresence (Steuer, 1992), and thecomplexity of consumer attitudes (Eagly & Chaiken, 1993), is still relatively unknown. Hence,this paper addresses the discrepancy in extant literature by applying a qualitative researchapproach. We conduct in-depth interviews using a quasi-experiment design, displaying anapartment through 2D (pictures) and followingly 3D stimuli (VR). The increased telepresencefrom VR and its impact on participants’ responses towards the apartment is thereby captured.Results show that both technological variables of telepresence (vividness & interactivity) arepositively influential in the three-dimensional spectrum of consumer responses (affective,cognitive & conative). Moreover, this study reveals that telepresence contributes to enhancedproduct knowledge, produces a hedonic experience and aids in decision-making. Conclusively,managerial recommendations are provided, detailing aspects to consider before implementingsuch immersive technologies.
365

The Effects of VR on Consumer Attitudes – Lessons from Implementing VR Technologies in Real Estate Marketing

MIRZA ALI KHAN, FRANCOIS, GUNNARSSON, FILIP January 2020 (has links)
Virtual Reality (VR) has gained tremendous interest within the last decades and is rapidly becoming a disruptive marketing tool across all industries. Predictions show that the VR market is expected to reach a staggering US$120 billion by 2026 (Fortune Business Insights, 2019). While previous research has investigated the impact of VR on consumer attitudes, the connection between its immersive characteristic, i.e. telepresence (Steuer, 1992), and the complexity of consumer attitudes (Eagly & Chaiken, 1993), is still relatively unknown. Hence, this paper addresses the discrepancy in extant literature by applying a qualitative research approach. We conduct in-depth interviews using a quasi-experiment design, displaying an apartment through 2D (pictures) and followingly 3D stimuli (VR). The increased telepresence from VR and its impact on participants’ responses towards the apartment is thereby captured. Results show that both technological variables of telepresence (vividness & interactivity) are positively influential in the three-dimensional spectrum of consumer responses (affective, cognitive & conative). Moreover, this study reveals that telepresence contributes to enhanced product knowledge, produces a hedonic experience and aids in decision-making. Conclusively, managerial recommendations are provided, detailing aspects to consider before implementing such immersive technologies.
366

Effects of interactivity on narrative-driven games : A heuristic approach for narrative-driven games

Acarsoy, Sara Nil January 2021 (has links)
In narrative-driven games, the story is an essential part of the gameplay, and understanding the story is of great importance. Given that what separates this genre from other storytelling media is interactivity, this thesis focuses on the elements in narrative-driven video games that effects the players' perception of narrative through interactivity. Using players' likes and dislikes from their previous experiences in narrative-driven games, this thesis aims to develop a heuristic approach for interactive narrative elements that offer the narrative through players' input to the game's system and create an effective gameplay experience that delivers the story to the players.
367

Information flows in Demand Responsive Public Transport : Interactivity, information, and flexibility in a modern ridesharing service

Hamnebo, Karl, Askfelt, Oscar January 2021 (has links)
The focus of this thesis is to study what and how information flows can be used to improve Demand responsive transport (DRT) systems by understanding potential users and how they could be willing to participate in DRT to a higher degree. The viewpoint of this thesis tends to lean towards a DRT service of a public transport type. This thesis studies users in relation to what interaction and information they perceive to be needed in dealing with a DRT service and the different pros and cons with various approaches. The study gathers information by performing adapted qualitative interviews with a select number of users between the ages of 20-35. The participants give their views on three DRT scenarios and reflect on DRT in general as a concept presented to them through a tangible mocked-up interactive prototype.  The thesis makes several distinct findings. The importance of pricing a DRT service correctly is vital to the users, as several participants in the study relied on pricing for decision-making. It also finds that the usage of zones as nomenclature is confusing to many users. The services must be dependable and punctual to both attract users, keep users, and build trust among the general populace. This study shows that DRT services could be a difficult concept to introduce to users. DRT could be introduced as a complement or as an alternative to conventional public transport. An important factor is a well-designed flow of information in the application to keep the user engaged and involved. It is shown that the usability of the application is a cornerstone for a theoretical DRT service to excel. Context is important where DRT and ridesharing would have a higher success rate. Nighttime in urban areas could be a niche market, due to the irregularity, delay, or interruption of regular public transport services at these hours.
368

Kontrolovaná svoboda volby: interakce v nových médiích / Controlled Freedom of Choice: Interaction in New Media

Jakubčáninová, Eva January 2010 (has links)
This diploma thesis concerns topic of control within interactivity in the new media. It deals with concept of interactivity from the perspective of the new media and semiotics. Later on it presents insight on different mechanisms and levels of control, which are present within the interactivity. The thesis is focused only on those mechanisms that are aimed at a user. These concern for example dataveillance, data-based discrimination, disciplination, tailoring, monitoring or persuasive games. This line is extended and connected with the contributions of Roland Barthes, Michel Foucault and Vilém Flusser, who dealt with topics such as power, discipline and apparatuses. The aim of this thesis is to find out, what is the position of a user in relation to the mechanisms of control and what are her/his possibilities of action against these mechanisms (if any). Keywords: interactivity, new media, control, surveillance, semiotics, user, data, apparatus
369

Charitní činnost v Arcidiecézi pražské v letech 1989-2009 / The Activity of Caritas in Archdiocese of Prague between 1989 - 2009

Krivák, Peter January 2012 (has links)
Submitted thesis describes charitable activity in Christianity and its history as well as charitable activity in other religions. Thesis focuses mainly on research and the analysis of Prague archdiocese charitable activity within years 1989 - 2002 of available information. Paper presents findings that result from the analysis of charitable activity within areas of social work, humanitarian aid and above all development co-operation. In diploma thesis, we described various fulfilments of supportive development projects, especially the most conspicuous and the most significant participation in development activity -on project Remote adoption. The significance of this activity between years 1993 - 2009 reflects its results. Submitted paper qualifies results of analysis and determinates further possibilities of given problem`s examination. The basic purpose of thesis is on the basis of gained results, pointed on significant contribution of Prague archdiocese charitable activity not only within Czech Republic, but also in foreign countries. Moreover, the practical importance of thesis is seen as a feedback on complexity, range and variability of Prague archdiocese charitable activity for reader, other institutions as well as for Prague archdiocese itself. Keywords archdiocese, charity, activity,...
370

Modèles génératifs profonds pour la génération interactive de musique symbolique / Interactive deep generative models for symbolic music

Hadjeres, Gaëtan 07 June 2018 (has links)
Ce mémoire traite des modèles génératifs profonds appliqués à la génération automatique de musique symbolique. Nous nous attacherons tout particulièrement à concevoir des modèles génératifs interactifs, c'est-à-dire des modèles instaurant un dialogue entre un compositeur humain et la machine au cours du processus créatif. En effet, les récentes avancées en intelligence artificielle permettent maintenant de concevoir de puissants modèles génératifs capables de générer du contenu musical sans intervention humaine. Il me semble cependant que cette approche est stérile pour la production artistique dans le sens où l'intervention et l'appréciation humaines en sont des piliers essentiels. En revanche, la conception d'assistants puissants, flexibles et expressifs destinés aux créateurs de contenus musicaux me semble pleine de sens. Que ce soit dans un but pédagogique ou afin de stimuler la créativité artistique, le développement et le potentiel de ces nouveaux outils de composition assistée par ordinateur sont prometteurs. Dans ce manuscrit, je propose plusieurs nouvelles architectures remettant l'humain au centre de la création musicale. Les modèles proposés ont en commun la nécessité de permettre à un opérateur de contrôler les contenus générés. Afin de rendre cette interaction aisée, des interfaces utilisateurs ont été développées ; les possibilités de contrôle se manifestent sous des aspects variés et laissent entrevoir de nouveaux paradigmes compositionnels. Afin d'ancrer ces avancées dans une pratique musicale réelle, je conclue cette thèse sur la présentation de quelques réalisations concrètes (partitions, concerts) résultant de l'utilisation de ces nouveaux outils. / This thesis discusses the use of deep generative models for symbolic music generation. We will be focused on devising interactive generative models which are able to create new creative processes through a fruitful dialogue between a human composer and a computer. Recent advances in artificial intelligence led to the development of powerful generative models able to generate musical content without the need of human intervention. I believe that this practice cannot be thriving in the future since the human experience and human appreciation are at the crux of the artistic production. However, the need of both flexible and expressive tools which could enhance content creators' creativity is patent; the development and the potential of such novel A.I.-augmented computer music tools are promising. In this manuscript, I propose novel architectures that are able to put artists back in the loop. The proposed models share the common characteristic that they are devised so that a user can control the generated musical contents in a creative way. In order to create a user-friendly interaction with these interactive deep generative models, user interfaces were developed. I believe that new compositional paradigms will emerge from the possibilities offered by these enhanced controls. This thesis ends on the presentation of genuine musical projects like concerts featuring these new creative tools.

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