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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.
461

Exploring Electronic Storyboards as Interdisciplinary Design Tools for Pervasive Computing

Forsyth, Jason Brinkley 09 June 2015 (has links)
Pervasive computing proposes a new paradigm for human-computer interaction. By embedding computation, sensing, and networking into our daily environments, new computing systems can be developed that become helpful, supportive, and invisible elements of our lives. This tight proximity between the human and computational worlds poses challenges for the design of these systems - what disciplines should be involved in their design and what tools and processes should they follow? We address these issues by advocating for interdisciplinary design of pervasive computing systems. Based upon our experiences teaching courses in interactive architecture, product design, physical computing and through surveys of existing literature, we examine the challenges faced by interdisciplinary teams when developing pervasive computing systems. We find that teams lack accessible prototyping tools to express their design ideas across domains. To address this issue we propose a new software-based design tool called electronic storyboards. We implement electronic storyboards by developing a domain-specific modeling language in the Eclipse Graphical Editor Framework. The key insight of electronic storyboards is to balance the tension between the ambiguity in drawn storyboards and the requirements of implementing computing systems. We implement a set of user-applied tags, perform layout analysis on the storyboard, and utilize natural language processing to extract behavioral information from the storyboard in the form of a timed automaton. This behavioral information is then transformed into design artifacts such as state charts, textual descriptions, and source code. To evaluate the potential impact of electronic storyboards on interdisciplinary design teams we develop of user study based around ``boundary objects''. These objects are frequently used within computer-supported collaborative work to examine how objects mediate interactions between individuals. Teams of computing and non-computing participants were asked to storyboard pervasive computing systems and their storyboards were evaluated using a prototype electronic storyboarding tool. The study examines how teams use traditional storyboarding, tagging, tool queries, and generated artifacts to express design ideas and iterate upon their designs. From this study we develop new recommendations for future tools in architecture and fashion design based upon electronic storyboarding principles. Overall, this study contributes to the expanding knowledge base of pervasive computing design tools. As an emerging discipline, standardized tools and platforms have yet to be developed. Electronic storyboards offer a solution to describe pervasive computing systems across application domains and in a manner accessible to multiple disciplines. / Ph. D.
462

Teaching analogies and metaphors to enhance communication in interdisciplinary and cross-functional groups

Kakar, Akshi 03 June 2008 (has links)
In interdisciplinary and cross-functional groups and teams, members pool diverse perspectives for the purposes of new product design and innovation, but these different perspectives may cause interruptions in effective communication. This study examines the use of analogies and metaphors as effective communication tools in interdisciplinary group settings. Analogies and metaphors are an important aspect of our cognitive activities. Communication using analogies and metaphors plays an important role in constructing our knowledge structures. In this study, an instructional tool with group activities has been designed and tested to teach the effective use of analogies and metaphors in interdisciplinary and cross-functional group and team settings. The tool was designed using theories of pedagogy and includes activities for group members. The instructional tool was tested in interdisciplinary group settings. The results from a mixed methods analysis of data the collected are presented as contributions to the research in group communication and analogies and metaphors. The study also identified characteristics of effective analogies that may be used as potential communication tools in interactions between members from different disciplines and functions. / Master of Science
463

Strategies For Integrating STEM Content: A Pilot Case Study

Figliano, Fred Joseph 17 January 2008 (has links)
The goal of this study was to identify strategies used by exemplar practitioners to develop integrated instruction. A pilot case study design was used and four sources of data were analyzed allowing for a convergence of data sets. These data sets included a questionnaire, an audio recording, lesson plans, and student artifacts. Data were analyzed through theme analysis producing 26 strategies. These strategies were then collapsed into a final list of 15 representing important areas of consideration for practitioners. A careful review of these 15 strategies identified three broad strategy categories: Planning, Implementation, and Evaluation. By grouping strategies in this way, each could be shown to relate to specific aspects of the overall integrative instructional process. / Master of Arts
464

Instead of a Resolution

Bishouty, Nour Ghassan 22 April 2024 (has links) (PDF)
Instead of a Resolution explores the functions of narrative as an accumulative, simplified and indexed order of elements (events, persons, objects and times,) through personal or family histories. Each work in the exhibition, in its own way, locates and/or fabricates connections between inside/outside, private/public, and individual/collective.
465

Utveckling av instruktioner för förstöring av materiel : vad bör ingå vid skapandet av nya instruktioner inom området? / Development of instructions for destruction of equipment : what should be included when creating new instructions?

Åkesson, Fredrik January 2024 (has links)
Under det pågående anfallskriget i Ukraina har båda sidor tvingats att överge materiel av olika anledningar. Övergivna system har i vissa fall fallit i motståndarens händer. När materiel omhändertas av en motståndare så kan den nyttjas på två huvudsakliga sätt: undersökning och eget nyttjande av materielen. För att undvika fientligt nyttjande kan förstöring genomföras innan materielen överges.  Tidigare har förstöring och förstöringsinstruktioner varit spritt på bred front inom Försvarsmakten men idag är det ett område som behöver återutvecklas så att fienden inte kan nyttja eller undersöka vår materiel.  I arbetet diskuteras vad som bör ingå i utvecklingen och skapandet av förstöringsinstruktioner för olika materielsystem och materielslag. Arbetet har genomförts genom att analysera äldre instruktioner för förstöring från både Försvarsmakten och den amerikanska armén.  Slutsatsen som arbetet gav visar på att: försåt bör behandlas i instruktioner, olika metoder bör kombineras, begränsad förstöring bör ingå, detaljnivån bör vara hög men inte innehålla svaga punkter i exempelvis pansar, bilder bör finnas i instruktionen, och prioriteringsordning är en viktig del för att all förstöring skall genomföras rätt. / During the ongoing war in Ukraine, both sides have been forced to abandon equipment for several reasons. Some of this abandoned equipment has fallen into the hands of the opposing forces. When an adversary seizes equipment, it can be utilized in two main ways: examination and use of the equipment by the enemy. To prevent this use, destruction can be conducted before equipment is abandoned.  Previously, destruction and instructions for it were widely spread within the Swedish Armed Forces, but today it's an area that needs to be redeveloped to prevent the enemy from utilizing or examining our equipment.  The discussion in the work revolves around what should be included in the development and creation of destruction instructions for several types of equipment systems. The work has been conducted by analyzing older instructions for destruction from both the Swedish Armed Forces and the U.S. Army.  The conclusion drawn from the work indicates that booby traps should be addressed in the instructions, different methods should be combined, limited destruction should be included, the level of detail should be high but not include weak points in armor, images should be included, and prioritization is an important aspect for ensuring that all destruction is carried out correctly.
466

Unraveling the Threads in the Fabrique of Change : Exploring the Translation of European Quality Assurance through the Lenses of Organizational Institutionalism and Policy Translation (cross country study in Estonia and Georgia)

Giorgidze, Lali January 2024 (has links)
No description available.
467

Plant pests on potatoes - a looming crisis : A case study of pest management in Swedish potato farming

Keblanz, Elin January 2024 (has links)
No description available.
468

"Employer branding är here to stay" : En kvalitativ studie om hur offentlig verksamhet bör utforma sin employer branding för att attrahera Generation Z

Sjödin, Alexandra, Waller, Tilde January 2024 (has links)
In a world characterized by a constantly changing labor market through increased globalization and great digitalization opportunities, organizations face major challenges to attract and retain the right skills. The public sector, especially, faces major challenges with competence supply. In 2030, Generation Z will make up a third of Sweden's labor market. Hence, it is important that organizations work to strengthen their employer brand to attract the next generation to the public sector. The overall aim of this study is to investigate how public organizations should design their employer branding to attract Generation Z. The question of interest is which attributes Generation Z values in a future employer. The study used qualitative methods with semi-structured interviews. The sample consisted of three people working with employer branding in public organizations and three of last year's students belonging to Generation Z. The results of the study indicate that Generation Z value work-life balance, organizational culture, a meaningful work, salary, and development opportunities in a future employer. In conclusion, organizations within the public sector should apply these attributes in the design of their employer branding in order to attract Generation Z.
469

Fluid Realities: A Light on Life's Journey

Shepherd, Neta-Grace Coleen 01 January 2014 (has links)
Images of nature and family comprise the gestural and abstracted interpretations of my life events. I use my photographs as inspiration for my work. I fuse layers of color, light, and line into glass and onto wood to suspend a personal memory. I want to capture those moments that flit by in life and envelop them in the media. In my fused glass work, I manipulate color, light, and line. In these pieces, I layer frits and sheets of glass onto an abstract sculpted relief of fiberglass and fuse them into one thick slab. The sculpted relief creates a textured deflection of light. In each layer of glass, I encapsulate simple line drawings of my family, elements of the landscape, and organic shapes. In my works on wood, I pour and layer transparent color using acrylic and a water-based polyurethane mixture. I do not fully cover the natural grain of the wood but allow it to contribute to the imagery. I repeat linear marks and create layers of texture using a palette knife, and attach mud and caulk to the natural surface. I further manipulate the surfaces by sanding and carving to express my emotions and memories. The layered media symbolically references layers of time in my personal journey.
470

Förtroenderelationer i nya media : om tillit till e-handel / Web Credibility : investigating trust in electronic commerce

Gauffin, Lina January 2002 (has links)
<p>Trots stora satsningar på en bred lansering av elektronisk handel blev inte genomslaget så omedelbart som många förutspått. I efterhand kan de optimistiska beräkningarna förklaras som en följd av uppblåsta förväntningar som präglade IT-branschen men det kan ha funnits ytterligare faktorer som bidrog till den uteblivna succén. Sett ur ett användarperspektiv innebär en övergång från traditionell till elektronisk handel stora förändringar på flera områden, en omställning som kanske inte riktigt togs på allvar. </p><p>Tillit och förtroende diskuteras ofta i sammanhang där två parter etablerar en relation grundad på löften och förväntningar. Tillitsbegreppet är komplext och blir ännu mer sammansatt när det appliceras på interaktion mellan människa och dator. </p><p>Syftet med denna studie var att få en större förståelse för betydelsen av tillit i elektronisk handel. Två faktorer som antogs påverka tilliten till en webbutik valdes för närmare studier; kvaliteten på informationstext om försäljningsvillkor samt tillgång till chatt med en försäljare. Som hypotes antogs att användare skulle uppleva en högre tillit om de möttes av en rik informationstext respektive hade möjligheten att ställa frågor i en chatt. </p><p>En analys av resultaten visade inga signifikanta stöd för hypotesen istället framkom en tydlig interaktion mellan variablerna. Utgången kan ha varit en följd av metodologiska brister eller en alltför komplex design. Om resultaten däremot skulle visa sig replikerbara talar mönstret för att användare upplever en högre grad av tillit om de får ett balanserat bemötande med antingen mycket begränsad envägskommunikation eller en rik textinformation i kombination med möjlighet till chatt.</p>

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