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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

The Storytellers' Journeys: A Study Using Portraiture Method

Rivera, Sr., Martin Juan January 2006 (has links)
The Storytellers' Journeys: A Study Using Portraiture Method is an in-depth study of three highly recognized storytellers, Michael Lacapa, Patricia Preciado Martin, and Joe Hayes. These artists were studied using a qualitative research method developed by Sara Lawrence-Lightfoot called portraiture. Portraitists study individuals to record their experiences and to interpret their perspectives. The main purpose of the study was to determine the extent to which professional struggles were considered barriers, preventing access to a career or to career goals. I developed questions that allowed me to gather information concerning the storytellers' professional struggles and their style of dealing with those struggles. I also probed for their individual definition of success, the measuring stick they use as a determination of their success, and if they relied on perseverance to reach their level of success. I tape-recorded interviews with the storytellers in order to transcribe them. I acquired supplemental data by attending the storytellers' public performances and by referring to published information about them. After critically reviewing the data I organized it into thematic areas. Each of the storytellers was treated individually. Lawrence-Lightfoot says, "The development of emergent themes reflects the portraitist's first efforts to bring interpretive insight, analytic scrutiny, and aesthetic order to the collection of data" (1997c, pg. 185). Initially, the three artists said that they did not have to contend with professional obstacles to reach their level of success. However, the analysis of the in-depth interviews showed that all the storytellers dealt with professional complications, but they did not allow those complications to interfere with their goals. In fact, one of the artists merely cited those situations as "dues that needed to be paid." Because the portraiture method encourages researchers to include themselves in their studies, I became the fourth storyteller in the project. I did the same introspective process about my careers that I asked of the other storytellers. My self-analysis supported some of the results I obtained from the other artists but it also showed some differences. These differences are explored in the dissertation.
2

Khwaam Jam : Memory

Crane, Keith Lee 07 December 2009 (has links)
Khwaam Jam is an introspective installation of works that explore the perceptions of identity based on memory. Created through the exploration of my past and present, the works of Khwaam Jam utilize the principles and techniques of textile design and production while involving mixed media and new materials in a site-specific installation. This installation is intended to represent my memory on a large scale. The hanging pieces are the focal point of the exhibition and are the physical manifestation of my perception of the categorization and storage of my memories. Memories are the vessels through which we create our identity. An individual’s identity is not only created from the personal experiences of the individual, but also from the experiences of those linked to the individual, whether on an intimate or social level. This overlap of memories is what connects us and helps create both individual and social identities through a series of shared memories.
3

Learning adaptation knowledge to improve case-based reasoning.

Craw, S., Wiratunga, N., Rowe, Raymond C. January 2006 (has links)
No / Case-Based Reasoning systems retrieve and reuse solutions for previously solved problems that have been encountered and remembered as cases. In some domains, particularly where the problem solving is a classification task, the retrieved solution can be reused directly. But for design tasks it is common for the retrieved solution to be regarded as an initial solution that should be refined to reflect the differences between the new and retrieved problems. The acquisition of adaptation knowledge to achieve this refinement can be demanding, despite the fact that the knowledge source of stored cases captures a substantial part of the problem-solving expertise. This paper describes an introspective learning approach where the case knowledge itself provides a source from which training data for the adaptation task can be assembled. Different learning algorithms are explored and the effect of the learned adaptations is demonstrated for a demanding component-based pharmaceutical design task, tablet formulation. The evaluation highlights the incremental nature of adaptation as a further reasoning step after nearest-neighbour retrieval. A new property-based classification to adapt symbolic values is proposed, and an ensemble of these property-based adaptation classifiers has been particularly successful for the most difficult of the symbolic adaptation tasks in tablet formulation.
4

Construction and adaptation of AI behaviors in computer games

Mehta, Manish 19 August 2011 (has links)
Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial digital games. AI for non playing characters (NPC) in computer games tends to come from people with computing skills well beyond the average user. The prime reason behind the lack of involvement of novice users in creating AI behaviors for NPC's in computer games is that construction of high quality AI behaviors is a hard problem. There are two reasons for it. First, creating a set of AI behavior requires specialized skills in design and programming. The nature of the process restricts it to certain individuals who have a certain expertise in this area. There is little understanding of how the behavior authoring process can be simplified with easy-to-use authoring environments so that novice users (without programming and design experience) can carry out the behavior authoring task. Second, the constructed AI behaviors have problems and bugs in them which cause a break in player expe- rience when the problematic behaviors repeatedly fail. It is harder for novice users to identify, modify and correct problems with the authored behavior sets as they do not have the necessary debugging and design experience. The two issues give rise to a couple of interesting questions that need to be investigated: a) How can the AI behavior construction process be simplified so that a novice user (without program- ming and design experience) can easily conduct the authoring activity and b) How can the novice users be supported to help them identify and correct problems with the authored behavior sets? In this thesis, I explore the issues related to the problems highlighted and propose a solution to them within an application domain, named Second Mind(SM). In SM novice users who do not have expertise in computer programming employ an authoring interface to design behaviors for intelligent virtual characters performing a service in a virtual world. These services range from shopkeepers to museum hosts. The constructed behaviors are further repaired using an AI based approach. To evaluate the construction and repair approach, we conduct experiments with human subjects. Based on developing and evaluating the solution, I claim that a design solution with behavior timeline based interaction design approach for behavior construction supported by an understandable vocabulary and reduced feature representation for- malism enables novice users to author AI behaviors in an easy and understandable manner for NPCs performing a service in a virtual world. I further claim that an introspective reasoning approach based on comparison of successful and unsuccessful execution traces can be used as a means to successfully identify breaks in player ex- perience and modify the failures to improve the experience of the player interacting with NPCs performing a service in a virtual world. The work contributes in the following three ways by providing: 1) a novel introspective reasoning approach for successfully detecting and repairing failures in AI behaviors for NPCs performing a service in a virtual world.; 2) a novice user understandable authoring environment to help them create AI behaviors for NPCs performing a service in a virtual world in an easy and understandable manner; and 3) Design, debugging and testing scaffolding to help novice users modify their authored AI behaviors and achieve higher quality modified AI behaviors compared to their original unmodified behaviors.
5

L'exercice de la méthode historique proposé par les ensembles didactiques d'histoire du 1er cycle du secondaire pour éduquer à la citoyenneté

Boutonnet, Vincent January 2009 (has links)
Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal.
6

An exploratory study of peak experience and other positive human experiences and writing

Fatemi, Jaleh 17 February 2005 (has links)
This study analyzes and reports on the characteristics of writing-triggered peak experience and other positive human experiences and explores some possible factors that can bring about such moments. Three basic questions were explored: Can writing trigger peak experience and other positive human experiences? How are writing-triggered peak experience and other positive human experiences best described? What factors influence the occurrence of writing-triggered peak experience and other positive human experiences? Participants were asked to write about their happiest moment in writing. The sample consisted of 270 students enrolled in undergraduate writing classes at a major southwestern university. Of 270 participants, 119(44%) reported having had at least one peak experience or similar positive human experience as a result of writing. Protocols reporting peak experience and other positive human experiences in writing were analyzed for content, yielding a total of 14 descriptive attributes. The participants described their writing experiences as flow of the words, the process of writing is its own reward, peak performance, clarity, disappearance of negative states of mind, and enhanced sense of power and personal worth. Content analysis also yielded 13 possible triggers of peak experience and other positive human experiences including self-expression, realization, free writing, use of writing for introspection, and creative and inspirational writing. In addition, personal orientation was explored as a possible trigger of peak experience and other positive human experiences using a 16-item questionnaire. Factor analysis results yielded four factors: (1) aesthetic creative expressive writing, (2) writing as a thinking and problem solving tool (3) self-discovery, and (4) not interested in writing. Factor one accounted for the highest variance (37%). The common elements in this factor were expressive writing, self-related writing and creative poetic writing with poetic and creative writing having the highest loading.
7

L'exercice de la méthode historique proposé par les ensembles didactiques d'histoire du 1er cycle du secondaire pour éduquer à la citoyenneté

Boutonnet, Vincent January 2009 (has links)
Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal
8

中文詞彙集的來源與權重對中文裁判書分類成效的影響 / Exploring the Influences of Lexical Sources and Term Weights on the Classification of Chinese Judgment Documents

鄭人豪, Cheng, Jen-Hao Unknown Date (has links)
國外法學資訊系統已研究多年,嘗試利用科技幫助提昇司法審判的效率。重要的議題包括輔助判決,法律文件分類,或是相似案件搜尋等。本研究將針對中文裁判書的分類做進一步談討。 在文件特徵表示方面,我們以有序詞組來表達中文裁判書,我們嘗試比較採用不同的詞彙來源對於分類效果的影響。實驗中我們分別採用一般通用的電子詞典建立一般詞組;以及以演算法取出法學專業詞彙集建立專業詞組。並依tf-idf(term frequency – inverse document frequency)的概念,設計兩種詞組權重tpf-idf(term pair frequency – inverse document frequency)以及tpf-icf(term pair frequency – inverse category frequency),來計算特徵詞組權重。 在文件分類演算法方面,我們實作以相似度為基礎的k最近鄰居法作為系統分類機制,藉由裁判書的案由欄位,將案例分為七種類別,分別為竊盜、搶奪、強盜、贓物、傷害、恐嚇以及賭博。並藉由觀察案例資料庫的相似度分佈,以找出恰當的參數,進一步得到較佳的分類正確率與較低的拒絕率。 我們並依照自省式學習法的精神,建立權重調整的機制。企圖藉由自省式學習法提昇分類效果,以及找出對分類有影響的詞組。而我們以案例資料庫的相似度差異值以及距離差異值,分析調整前後案例資料庫的變化,藉以觀察自省式學習法的效果。 / Legal information systems for non-Chinese languages have been studied intensively in the past many years. There are several topics under discussion, such as judgment assistance, legal document classification, and similar case search, and so on. This thesis studies the classification of Chinese judgment documents. I use phrases as the indices for documents. I attempt to compare the influences of different lexical sources for segmenting Chinese text. One of the lexical sources is a general machine-readable dictionary, Hownet, and the other is the set of terms algorithmically extracted from legal documents. Based on the concept of tf-idf, I design two kinds of phrase weights: tpf-idf and tpf-icf. In the experiments, I use the k-nearest neighbor method to classify Chinese judgment documents into seven categories based on their prosecution reasons: larceny(竊盜), robbery (搶奪), robbery by threatening or disabling the victims (強盜), receiving stolen property (贓物), causing bodily harm (傷害), intimidation (恐嚇), and gambling(賭博). To achieve high accuracy with low rejection rates, I observe and discuss the distribution of similarity of the training documents to select appropriate parameters. In addition, I also conduct a set of analogous experiments for classifying documents based on the cited legal articles for gambling cases. To improve the classification effects, I apply the introspective learning technique to adjust the weights of phrases. I observe the intra-cluster similarity and inter-cluster similarity in evaluating the effects of weight adjustment on experiments for classifying documents based on their prosecution reasons and cited articles.
9

Whispering Bodies : The Textual Brain

Bertling Wiik, Siri January 2021 (has links)
During this project I’ve been exploring how we can work with things within art to change our way of relating to ourselves, other humans and our surrounding. I want to see if finding inner spaces within us can make us feel more connected to our external surrounding. I want to share the feeling of being connected with things through incorporating them inside our own bodies. I have therefore been leading participants on introspective journeys where they found rooms inside of their bodies. After that I have been translating these inner spaces into immersive performative Scenography, where visitors have been invited to engage with the things in the space with all their senses. All the bodies, things as well as visitors, have been given the possibility to interact on their own terms. I wanted to see what kind of relating this room of Whispering Bodies; the Immersive Scenography inspired and invited to, and I wished for it to be a tactile bonding with a sense of heightened empathy and listening.  This text-based piece, called Whispering Bodies: The Textual Brain, is created out of a curiosity in how a reflection based in the written language can exist as a complementary work for a physical and tactile space, in this case Whispering Bodies: The Immersive Scenography. I wanted to create an experience that would have traces of the room filled with different bodies. I have been experimenting with how to use different mediums to make this happen, and this piece will be a combination of meditation, video, drawings, audio and text, and the text itself will be jumping in between genres. I want to invite you to take part in this journey with me. It will be dry, it will be poetic, it will be telling you what happened, both the factual and the fictional.  If you have any questions, feel free to contact me about the work.
10

Black Food Trucks Matter: A Qualitative Study Examining The (Mis)Representation, Underestimation, and Contribution of Black Entrepreneurs In The Food Truck Industry

Ariel D Smith (14223191) 11 August 2023 (has links)
<p>Food trucks have become increasingly popular over the last decade following the Great Recession of 2008. Scholars have begun to study the food truck phenomenon, its future projected trajectory, and even positioning it within social justice discourse along cultural lines; however, scholarship has yet to address the participation of Black entrepreneurs in the food truck industry.</p> <p><br></p> <p>The objective of this dissertation is to expand the perception of Black food entrepreneurs within the food truck industry by interrogating how Black food truck owners are misrepresented, under analyzed, and underestimated. Using a series of interdisciplinary qualitative methods including introspective analysis, thematic coding analysis, and case studies, I approach this objective by addressing three questions. First, I analyze movies and television to understand where Black-owned food trucks are represented in popular culture and how they are depicted. In doing so, we come to understand that Black business representation, specifically Black food truck representation consistently falls victim to negative stereotypes. These stereotypes can influence the extent to which Black food truck owners are taken seriously and seen as legitimate business leaders in their community. Second, I interview 16 Black food truck entrepreneurs to understand why the mobile food industry appealed to them and how it has become a platform for them to explore other opportunities. Finally, I review eight cities that have launched Black food truck festivals and parks within the last 6 years to gain an understanding of the collective power wielded by Black food truck owners and its impact Black communities. Moreover, this dissertation challenges the myth that collectivism does not exist among Black entrepreneurs and the Black community broadly.</p>

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