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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.
111

Conceitos geometricos atraves da linguagem LOGO

Baranauskas, Maria Cecilia Calani, 1954- 16 July 2018 (has links)
Orientador : Fernando Curado / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Matematica, Estatistica e Ciencia da Computação / O exemplar da FE pertence a Coleção de Teses do Circulo de Estudos, Memoria e Pesquisa em Educação Matematica (CEMPEM) / Made available in DSpace on 2018-07-16T12:24:56Z (GMT). No. of bitstreams: 1 Baranauskas_MariaCeciliaCalani_M.pdf: 2561302 bytes, checksum: 16767fe6f443308e77ce9b1c371ed204 (MD5) Previous issue date: 1981 / Resumo: O trabalho aqui apresentado é um estudo e proposta de metodologia de uso da linguagem de programação LOGO no ensino de conceitos geométricos para crianças. O conteúdo de geometria a bordado é o sugerido pelos "Guias Curriculares para o Ensino de 1º Grau do Estado de são Paulo". A metodologia proposta utiliza idéias de computação, inteligência artificial e teorias de aprendizagem. No contexto computacional são utilizados, como ferramentas, os conceitos de primitivas, procedimentos, procedimentos recursivos, depuração de procedimentos, heurísticas para resolução de problemas, etc. Cerca de 15 crianças na faixa etária dos 8 aos 12 anos participaram dos experimentos, agrupadas duas a duas, com escolaridade equivalente, em sessões semanais de uma a duas horas de duração, utilizando o terminal gráfico GT-40 instalado numa sala Centro de Computação da UNICAMP. / Abstract: This work shows a study and a proposal for a methodology to teach geometric concepts t9 children using the LOGO' prograrnrning language. The geometric concepts considered were suggested by the "Guias Curriculares para o ensino de 19 Grau do Estado de são paulo" (Oficial Curriculum for the Public System of Schools - State of são Paulo). The proposed methodology draws it ideas from computer science, artificial intelligence and learning theory. The tools used in the computacional context are the concepts of primitives, procedures, recursive procedures, debbuging and problem solving heuristics. Nearly 15 children between 8 and 12 years old took part in the experiments, grouped by pairs in weekly sessions of about 1 to 2 hours. A GT-40 graphic terminal was used. / Mestrado / Mestre em Ciência da Computação
112

Concepções teorico-metodologicas baseadas em logo e em resolução de problemas para o processo ensino/aprendizagem da geometria

Miskulin, Rosana Giaretta Sguerra 19 July 2018 (has links)
Orientador: Sergio Apparecido Lorenzato / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação / Made available in DSpace on 2018-07-19T13:13:13Z (GMT). No. of bitstreams: 1 Miskulin_RosanaGiarettaSguerra_M.pdf: 3038346 bytes, checksum: 2cdd9da68733059d686a3e0b5ee98a8e (MD5) Previous issue date: 1994 / Mestrado
113

Investigando a atividade composicional : levantando dados para um ambiente computacional de experimentação musical

Martins, Maria Cecilia 21 December 1994 (has links)
Orientador: Afira Vianna Ripper / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação / Made available in DSpace on 2018-07-20T06:41:43Z (GMT). No. of bitstreams: 1 Martins_MariaCecilia_M.pdf: 9340990 bytes, checksum: 9bc40980711088341285c1633eaef814 (MD5) Previous issue date: 1994 / Resumo: Este trabalho enfoca ambientes computacionais que utilizam a linguagem de programação Logo voltados para o contexto musical. Enquanto recurso disponível para o acesso do indivíduo ao campo musical, considera-se que há necessidade de ampliar algmna5 características dessa linguagem, visando a criação de um ambiente de aprendizagem que ofereça maiores oportunidades para o "fazer" musical do aprendiz. Algumas experiências com Logo-música serviram de ponto de partida (Parte I) para a busca da compreensão, a nível teórico, de tópicos como educação musical, computação e criação musical. Na segunda parte desta dissertação busca-se um embasamento teórico para questionamentos levantados a partir das experiências com Logo-música. Consideramos, nesse momento, a importância da música para o indivíduo e o modo como a educação tem tratado a atuação desse indivíduo no contexto musical. A partir daí contemplamos a necessidade de se repensar a educação de forma que ela considere as necessidades e interesses do indivíduo bem como o avanço tecnol6gico. Consideramos ainda, algumas idéias que sustentam o ambiente computacional Logo de aprendizagem. A terceira parte levanta questões relativas ao processo composicional. A problemática do processo de composição foi investigada através de entrevistas e de experimentos com compositores (toy-problem). A partir dos dados obtidos, é rea1i7.ada mna an"i_ buscando, num primeiro momento, descrever a dinâmica do trabalho cognitivo do compositor durante O design de sua composição com vistas a especificação de parâmetros para o desenvolvimento de um ambiente musical baseado no computador. Os dados obtidos com experimento toy-problem são ana1imos segundo a abôrdagem microgenética a fim de descrevemos a dinâmica da ação cognitiva do compositor durante a atividade cO(Ilposicional. A dinâmica da ação é descrita em seus aspectos intencionais e causais ressaltando os movimentos top-down e bottom-up, respectivamente. Fma1mente, na quarta parte, apontamos alguns parâmetros para o design de um ambiente computacionaI de experimentação musical. Os dados obtidos nos experimentos realizados indicam que o sistema computacional Logo pode ser acrescido de diversos mecanismos que funcionariam como ferramentas de apoio para a realização das idéias do indivíduo no campo musical / Abstract: This work focuses on computational environments which use the Logo programming language, directed towards the musical context As an available resource for the individual to access the musical field, there is a need to broaden some characteristics of this language, airning at creating a learning environment which offers more opportunities for the musical "making"of the Learner. Some experiences with Logo-music served as a starting point (pan I) for the search of understanding, at a theoretical level, of topics such as music education, computing and musical creation. In the second pan of this dissertation we look for a theoretical basis for questionings originated from experiences with Logo-music. We consider at this time the importance of the music for the individual and the way education has treated his/her acting in the musical context From this point on, we do consider the need to rethink education in such a way that it considers the individual's needs and interests, as well as the technological advance. We also consider some ideas that support the Logo computational learning environment The third pan raises questions concerning the composing process the problem of the composing process was investigated through interviews and experiments with composers (toy-problem). From the collected data an ana1ysis is carried out trying, at first, to describe the dynamics of acomposer's cognitive work during the design of bis or her composition aiming at the specification of parameters for the development of a musical environment, based on the computer. The data obtained from tire toy-prob1em experiment are ana1yzed according to the microgenetic approach, so that we can describe. the dynamics of the composer's cognitive action during the composing activity. The dynamics of the action is described in its intentional and causal aspects. pointing out the top-down and bottm-up movements respectively. FínaIly, in the fourth part, we indicate some parameters for the design of a computational environment of musical experimentation. The data obtained from the experiments which were carried out indicate that several mechanisms can be added to the Logo computational system. such mechanisms would work as supporting tools for the individual's accomplishments of ideas in the musical field / Mestrado / Psicologia Educacional / Mestre em Educação
114

A study of the efficacy of LOGO programming on the achievement of fifth grade students

Stathis, Linda 01 January 1989 (has links)
No description available.
115

Inovace zatěžovacího pracoviště pro elektrické pohony / Innovation of load test stand for electric drives

Martinek, Jan January 2020 (has links)
The theses presented proposes an innovation of load test stand for electric drives. It begins with a general overview of load test stand types, their manufacturers and measurement methods in load and no-load situations. Next part analyses current circuit diagram of the load test stand and its risks. This is followed by a proposal for innovation of the circuit diagram which is divided into electrical and control part using current load test stand and its mechanical parts. A wiring diagram is created, the control part is processed by the Logosoft program. The design is evaluated from the safety point of view and modified to meet applicable technical standards.
116

Vizuální styl studentského divadelního festivalu / Corporate identity of student theatre festival

Vávrová, Anna January 2012 (has links)
The thesis deals with the creation of corporate indentity of student festival Salon původní tvorby at the Theatre Department of Janacek Academy of Brno. The objective of the thseis is to assess the theoretical rules of creating corporate identity and then to apply them on creating the logo and logotype of the festival that could be used for any theme of the festival. Furthermore the thesis creates the design of the actual year, Salon [si ty]. There it attemps mainly for the increase of presentation of the festival and the orientation of the participants. The design follows the ergonomic, constrictional and other rules set up in the theoretical research.
117

Jednotný vizuální styl / Corporate identity

Capouchová, Nina January 2010 (has links)
Námětem mé diplomové práce je jednotný vizuální styl (podobor grafického designu). Diplomová práce se skládá ze tří částí - teoretické, didaktické a praktické. Teoretická část popisuje téma jednotného vizuálního stylu z hlediska historického vývoje, jeho uplatnění a postavení, především u nás v České Republice. Didaktická část navazuje výtvarnými řadami určenými pro žáky 2. stupně ZŠ. Praktická část je popisem mé výtvarné práce vycházející z tématu jednotného vizuálního stylu. Přínosem i cílem této diplomové práce, bylo objasnit problematiku jednotného vizuálního stylu jako součást komplexní komunikace značky a podnítit u dětí zájem o téma grafického designu za využití různých výtvarných technik.
118

The impact of AI on branding elements : Opportunities and challenges as seen by branding and IT specialists

Sabbar, Alfedaa, Nygren Gustafsson, Lina January 2021 (has links)
Background: The usage of AI is becoming increasingly necessary in almost every industry, including marketing and branding. AI can help managers, marketers and designers in the marketing and branding sectors to overcome realistic and practical challenges by providing data-driven results. These results could be used in making decisions. Nevertheless, implementing AI systems and the acceptance of it varies widely across different industries, with building brands is still behind.  Purpose: This research aims to develop a deeper understanding of why AI systems are not yet commonly used in the branding industry with emphasis on how it could be useful. As a result, the main opportunities and threats to the usage of AI in branding as seen by branding- and IT specialists are explored and expressed.  Method: To achieve the purpose of this study, a qualitative study was conducted. Semi-structured interviews were used as means to collect primary data and in total 15 interviews with branding and IT specialists were carried out. The data was transcribed and analyzed according to thematic analysis which emerged in four main themes.  Conclusion: The results show that AI is capable of creating brand elements, with limitations to mostly non-visual brand elements due to the lack of creativity and emotions in AI solutions. The findings indicate that the perceived possibilities of implementing AI in branding mostly are cost- and time-related since AI tends to be capable of solving tasks which are cost- and time-consuming. Furthermore, the perceived threats mainly involve i) losing a job or ii) intrude on the roles of branding professionals.
119

The impact of digitalization on logo design

Stråle, Elias, Selwaye, Mohammad, Akkad, Khaled January 2021 (has links)
A logo is a vital part of any company’s visual identity. The following report exploreshow logo design got affected by the recent age of digitalization. The report helpsoutline essential parts of successful logo design for current and future mediums. Sincecompanies want to hire designers or agencies who work based on research andsuccessful methods, this study helps create a generalization of good logo design that iseasy to implement. Our research confirms the notion that design is a science and not an art, since logosare strong when they fulfill their intended purpose and follow specific guidelines.With the help of gathering both quantitative and qualitative data, we found out that theprimary change of logo design through digitalization was done because of the mediumof which the logos lived. The specific elements that changed were that logos nowfocus more on logo marks and have solid and memorable colours. Further, we sawthat logos had to be distinct and unique to work in the overly saturated digital market.At the same time, logos had to be responsive and have the ability to be showcased in asimple way for it to be ready for any medium it could be thrown against. By analyzing some of the most successful logos of all time such as Apple, Adidas,and Nike this report gets an understanding of the part their logo had in making theirbrands successful. Which is also complemented by insightful interviews with industryprofessional designers who helped develop logos and brands for companies such asBurger King, Netflix, and Audi. All this together helped outline a valid understandingof what makes a good logo for the digital age.
120

Význam motivu lva v historii a současnosti - sémiotická analýza / Meaning of lion representation in the past and present - semiotic analysis

Řezáčová, Veronika January 2013 (has links)
In my diploma thesis I deal with symbolism of the representation of lion in current marketing. My thesis follows the conviction that animals have been playing the important role since the beginning of human history. On the grounds of this persuasion I suppose that the animal symbolism is very easy to decode for people because of their previous experience. In the first instance I define the relationship between semiotics and marketing in my thesis. After mentioning several types of prior texts I maintain the position that the image of lion and its symbolism are identically perceived on the basis of and according with the symbolism of lion in those prior texts in current marketing as well. During the studying of the "lion" symbolism I use the terminology of some important authors and theoreticians of semiotics - particularly Roland Barthes's levels of denotation and connotation and distinction of a sign to icon, index and symbol according to Charles Sanders Peirce's theory. I also employ the theory of visual rhetorical figures. I end my thesis with a simple questionnaire which is supposed to complete and confirm my assumptions of the comprehension of the image of lion in marketing - hence the lion usually appears as a patriotic symbol, secondly as a protector, thirdly as a strong and fighting animal.

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