• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 184
  • 116
  • Tagged with
  • 300
  • 257
  • 202
  • 199
  • 197
  • 197
  • 197
  • 75
  • 73
  • 59
  • 59
  • 56
  • 54
  • 45
  • 44
  • 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.
261

Solar Literacy : exploration of energy-aware digital experiences.

Anna Maria, Puchalska January 2023 (has links)
The Internet is rapidly growing in complexity, with increasing negative environmental and social impact. While heating and lighting are tangible examples of energy consumption, internet usage is not perceived as such. Therefore, it opens up opportunities for new, energy-efficient, slower, resource-saving and mindful protocols for the Internet to emerge. I propose Glow OS, an operating system that enables individuals and communities to align their online activities with intermittent solar energy. This system aims to accelerate the transition to a fossil-free internet by promoting solar literacy in the spirit of joy.
262

Förlusten av animalitet : En undersökning av det levande i och bortom ett människodjurs yrkesliv / The loss of animality : An investigation of the living in and beyond the professional life of a human animal

Teiner, Åse January 2023 (has links)
Denna vetenskapliga essä utforskar begreppet animalitet som en aspekt av det levande som människan delar med andra djur. Essän tar sin utgångspunkt i en protest mot hur människan som djur begränsas inom yrkeslivet. Genom att belysa hur människans traditionella förhållande till andra djur bidragit till ett förnekande av den egna animaliteten, prövar essän en tanke om övertro på mänsklig förmåga och vilka konsekvenser den kan få för den yrkesutövande. Med stöd av posthumanistiska teorier och metoden diffraktion utvecklas begreppet animalitet, vars framträdande mening tolkas ”på andra sidan” om; liv, död, professionalitet, idéhistoria, hundar, djur-etik samt författarens egna gestaltningar och insikter av yrkesutövning inom handledning och utbildning. Avslutningsvis görs en kritisk analys av digitala utbildningars avsaknad av mänsklig kroppslighet. Essäns samlade undersökningar visar en etisk och animalistisk yrkesutövning som behövs för att kunna använda specifika kroppsliga förmågor i syfte att skapa förståelse och trygghet inom fenomenet utbildning. / This scientific essay explores the concept of animality as an aspect of the living that humans share with other animals. The essay takes its point of departure in a protest against how man as an animal is limited in professional life. By highlighting how man's traditional relationship with other animals contributed to a denial of his own animality, the essay tests a thought about over-reliance in human ability and what consequences it can have for the professional. With the support of posthumanist theories and the diffraction method, the concept of animality is developed, whose prominent meaning is interpreted "on the other side" of; life, death, professionalism, history of ideas, dogs, animal ethics as well as the author's own portrayals and insights of professional practice in supervision and education. In conclusion, a critical analysis is made of digital education's lack of human physicality. The essay's collected investigations show an ethical and animalistic professional practice that is needed to be able to use specific bodily abilities in order to create understanding and security within the phenomenon of education.
263

Physicians' expectations of future clinical decision support systems : Exploring the expected user experience of physicians in interaction with future decision support systems: Qualitative study.

Wassouf, Manar January 2022 (has links)
Research has focused heavily on the study of Clinical Decision Support Systems. However, CDS systems have generally had little impact on clinical practice. One of the most important reasons is the lack of human-computer interaction (HCI) considerations in designing these systems. Although physicians play an essential role in healthcare decision-making, there is little literature describing physicians' expectations and preferences prior to the development of these systems, which is an essential phase in user-centered design.This study aims to answer the following research question: What do physicians expect of interacting with future clinical decision support systems? An exploratory qualitative study was conducted, and data were collected by interviewing 9 physicians practicing in Sweden. A thematic analysis was used for data analysis, and the findings are four themes: 1) physicians' Expectations related to clinical practice; 2) physicians' expectations related to physician-patient relationship; 3) physicians' expectations related to the physician's role 4) physicians' expectations related to CDS governance.The research findings contribute to the knowledge of Anticipated UX in the context of healthcare and CDS systems. The empirical findings on potential user expectations are valuable for understanding the diversity of user experience and user expectations as phenomena in the specific domain of CDS systems. Service designers can utilize and build on the empirical findings to develop positive user experiences of future CDS systems
264

Datorspelande och finansiell förmåga. En kvantitativ studie om ungdomars spelande av underhållningsspel och deras finansiella förmåga

Hedström, Fabian, Bryggare, Vilgot January 2024 (has links)
Playing video games is a common hobby for many Swedish teenagers. Bystanders might think that excessive exposure to video games will cause harm for the youth, but what is lesser known is that the games can help develop several cognitive functions. For example, many of the popular games today have an economic dimension to them, where players will need to learn the proper way to manage their money in a certain game. With this in mind, is there a possible correlation between the amount of time spent playing video games and financial capability? This study examines that question with a quantitative approach. A survey was sent out to swedish high school students, asking them questions about their habits in regards to video games as well as questions to measure their financial capability. The findings point towards a slightly negative correlation between hours spent per week playing video games and the students financial capability. The lowest negative number was from Spearman’s rho - 0.214, and was found in the attribute positive financial behaviour. Important to note is that the significance from the p-values has indicated that the results are not significant. Apart from the analysis, the pivot tables that showcased the answers from the survey exhibited some interesting patterns for the group that played more than 15 hours per week. For example, the object scenario shows that 15 of 39 respondents would choose an aesthetic non-functional item insted of an item which has a functional advantage in the game. These patterns could be researched further under different circumstances than the current study. / Playing video games is a common hobby for many Swedish teenagers. Bystanders might think that excessive exposure to video games will cause harm for the youth, but what is lesser known is that the games can help develop several cognitive functions. For example, many of the popular games today have an economic dimension to them, where players will need to learn the proper way to manage their money in a certain game. With this in mind, is there a possible correlation between the amount of time spent playing video games and financial capability? This study examines that question with a quantitative approach. A survey was sent out to swedish high school students, asking them questions about their habits in regards to video games as well as questions to measure their financial capability. The findings point towards a slightly negative correlation between hours spent per week playing video games and the students financial capability. The lowest negative number was from Spearman’s rho - 0.214, and was found in the attribute positive financial behaviour. Important to note is that the significance from the p-values has indicated that the results are not significant. Apart from the analysis, the pivot tables that showcased the answers from the survey exhibited some interesting patterns for the group that played more than 15 hours per week. For example, the object scenario shows that 15 of 39 respondents would choose an aesthetic non-functional item insted of an item which has a functional advantage in the game. These patterns could be researched further under different circumstances than the current study.
265

From Flickering Fingers to Smooth Scrolling

Viksten, Marcus, Lillienberg Öberg, Oliver January 2024 (has links)
This study explores how alternative scrolling techniques compare to traditional vertical scrolling. It is studied in the context of user experience and information allocation. The alternative scrolling methods are evaluated through a focus group and a controlled experiment. A focus group explores different scrolling techniques and participants' attitudes toward alternative scrolling methods while seeking dissatisfaction with normal scrolling. The controlled experiment delves deeper into the hedonic and pragmatic qualities of scrolling, examining the time it takes for participants to allocate information to be complemented with semi-structured interviews. By delving deeper into the user experience and user preference for scrolling, the study aims to answer the following research question: “How can scrolling techniques alternative to vertical and continuous scrolling benefit users in terms of efficiently allocating specific information and increasing perceived user experience and usability?”. In summary, the study's findings show that the alternative scrolling techniques are not statistically more efficient than normal conventional scrolling. They are, however, viewed as having more hedonic qualities and are generally more preferred from a usability standpoint.
266

Gamification for Community Involvement

Adewunmi, Oluwafemi, Gouda, Sahashransu, Song, Zhechao January 2024 (has links)
This study investigates the feasibility of enhancing community engagement through gamification, using a prototype third-person 3D adventure game called Harmoni. The research targets international students in Gotland, Sweden, aiming to reduce cultural barriers and promote community involvement. By integrating game elements such as altruistic missions, language learning, and historical exploration, the prototype seeks to motivate real-life participation in community activities. Data collected from pre- and post-surveys and follow-up interviews with a small sample size (n=10) suggest that gamification can positively impact community involvement. Despite the limitations of sample size, the findings indicate that thoughtfully designed gamified experiences can foster a sense of belonging and encourage active participation in community life. The study underscores the potential of gamification in educational and social contexts, offering insights for future applications and improvements in game-based community engagement strategies.
267

Exploring the Ethics of Generative AI within Humanitarian Organisations in Geneva

Schwalt Chan, Charles January 2024 (has links)
In 2024, widespread usage of generative AI affects ComDev practitioners in their day-today jobs and have far-reaching implications for our societies. This thesis aims to (1) discover if humanitarians communicate about GenAI ethically and responsibly, (2) examine the existing power dynamics in shaping the discourses, and (3) determine if AI ethical frameworks help to safeguard the interests of vulnerable communities effectively. Though existing paradigms in Critical ICT4D and Digital for Development have suggested the need for critical reflections, this thesis has identified a gap in practical recommendations for Communication for Development. This research was conducted using a semi-systematic literature review and critical discourse analysis with two coding cycles on NVivo. Subsequently, themes, stakeholder maps, and a longitudinal analysis were derived to provide a practical toolkit to ComDev practitioners. Currently, there are multiple discussions and workshops in the area of GenAI in Geneva. However, the digital divide remains an ICT4D problem. Despite a boom in AI regulations and frameworks, organisations work in silos and maximise profits. Thus, there is a need for cross-sector collaboration and de-colonial programmes to mitigate the risks of the digital divide for vulnerable communities.
268

The Digital Gaze: Exploring Virtual Eye Contact in an Online Psychotherapy-Aligned Setting

Onderková, Madlen, Ehlert, Hannah January 2024 (has links)
While online video communication has become a part of many people's lives, it still lacks an important aspect of human interaction – eye contact. Conventional technology does not provide the ability to share eye contact online. The NUNA machine is a unique communication unit that enables this shared virtual eye contact (VEC). The aim of this study was to explore how people experience VEC in a virtual therapeutic setting, specifically in a Motivational Interview (MI). This experience was specifically juxtapositioned to an in-person setting as it provides eye contact as a natural part of the conversation. Research questions included how participants would experience eye contact in a MI setting in 1) a video conference with shared eye contact and 2) an in-person conversation, how participants would make sense of the perceived differences between the settings, and which value participants saw in VEC. In the MI, participants first spoke to each other using the NUNAs and then seamlessly continued their conversation in-person. After this exposure, they took part in qualitative interviews sharing their experience and how they made sense of it. These qualitative interviews were then analyzed by conducting qualitative content analysis. In total, 10 university students, approximately in their 20s, were interviewed. The results suggest that VEC acts as an antagonist to the disembodiment that is inherent to virtual interactions by providing connection and increasing the degree of realness with which the vis-à-vis is perceived. It further revealed that the NUNA setting provided a focused environment in which participants felt like they could work on their emotions and feel validated by and committed to their vis-à-vis. Thus, VEC may strengthen therapeutic alliance and be a promising tool for online psychotherapy by providing a higher degree of realness as would be natural for in-person conversations. / Videokommunikation online har blivit en del av många människors liv, men det saknas fortfarande en viktig aspekt av mänsklig interaktion - ögonkontakt. Konventionell teknik ger inte möjlighet att ha ögonkontakt online. NUNA-maskinen är en unik kommunikationsenhet som möjliggör denna delade virtuella ögonkontakt (VEC). Syftet med den här studien var att undersöka hur människor upplever VEC i en virtuell terapeutisk miljö, särskilt i en motiverande intervju (MI). Den här upplevelsen var särskilt jämförbar med en personlig miljö eftersom ögonkontakt är en naturlig del av samtalet. Forskningsfrågorna omfattade hur deltagarna skulle uppleva ögonkontakt i en MI-miljö i 1) en videokonferens med ögonkontakt och 2) ett personligt samtal, hur deltagarna skulle förstå de upplevda skillnaderna mellan miljöerna och vilket värde deltagarna såg i VEC. I MI-miljön talade deltagarna först med varandra med hjälp av NUNA och fortsatte sedan sömlöst sitt samtal i en personlig konversation. Efter denna exponering deltog de i kvalitativa intervjuer där de delade med sig av sina erfarenheter och hur de tolkade dem. Dessa kvalitativa intervjuer analyserades sedan med hjälp av kvalitativ innehållsanalys. Sammanlagt intervjuades 10 universitetsstudenter, ungefär i 20-årsåldern. Resultaten tyder på att VEC fungerar som en antagonist till den kroppslöshet som är inneboende i virtuella interaktioner genom att tillhandahålla anslutning och öka graden av realitet med vilken motparten uppfattas. Vidare framkom att NUNA-miljön skapade en fokuserad miljö där deltagarna kände att de kunde bearbeta sina känslor och känna sig bekräftade av och engagerade i sin samtalspartner. VEC kan således stärka den terapeutiska alliansen och vara ett lovande verktyg för psykoterapi på nätet genom att ge en högre grad av realitet, vilket vore naturligt vid personliga samtal.
269

Automated Octree LOD Based on Human Perception Metrics / Automatisk Octree LOD Baserad på Human Perception Metrics

Holmberg, Marcus January 2024 (has links)
Level of detail (LOD) systems has long been a central concept within the field of computer graphics. By selectively allocating detail only to where it is necessary, the cost of rendering virtual objects can be greatly decreased. The usefulness of an LOD system is closely tied to the metrics used to evaluate how to distribute detail, as getting these wrong can lead to visual artifacts or rendering detail which is not visible to an observer. To offset this, researchers have investigated how we can optimize these systems by leveraging human perception to allocate detail based on if the detail is perceivable. This paper explores the use of LOD systems in the context of virtual terrains, a common use case were LOD systems have seen much prior use, and delves into how such systems can be optimized further by leveraging human perception. The paper presents a method centered around the use of octrees, a data structure used to partition and compress volumetric data, alongside spatial frequency, a concept related to human perception which provides insight into where visual stimulus borders on being percievable, to dynamically generate transition distances for an LOD system. The presented method is evaluated using a terrain generator created in the Unity engine alongside Nvidia ꟻLIP, a tool for evaluating differences in images based on human perception metrics. Results indicate that the presented method did lead to a decrease in resource cost when generating terrain when compared to some other methods while the ability to optimize LOD transition distances based on silhouette-background contrast remains uncertain. / Nivå av detalj (LOD) system har länge varit ett centralt begrepp inom forskningsområdet för dator-grafik. Genom att selektivt allokera detalj så kan kostnaden för att rendera virituella föremål minskas drastiskt. Användbarheten av ett LOD-system är nära kopplat till de specifika värden som används för att utvärdera hur man fördelar detalj efterssom man annars riskerar att få virtuella artefakter eller renderar detaljer som inte är synliga för en observatör. För att motverka detta har forskare undersökt hur vi kan optimisera dessa system genom att utnyttja visuell uppfattning hos människor för att allokera detalj baserat på var den är synlig för användaren. Denna text utforskar användningen av LOD-system i samband med virtuella terränger, ett användningsområde där LOD-system har använts tidigare och går in på hur denna typ av system kan optimiseras bättre genom att utnyttja mänsklig perception. Texten presenterar en metod centrerad runt användandet av octrees, en datastruktur som används för att partitionera och komprimera volumetrisk data, tillsamans med spatiell frekvens, ett koncept relaterat till mänsklig synförmåga som ger inblick i var visuell stimulans gränsar till att vara synlig, för att dynamiskt generera övergångsavstånd för ett LOD-system. Den presenterade metoden utvärderas med en terränggenerator skapad i Unity spel-motorn tilsamans med Nvidia ꟻLIP, ett verktyg för att utvärdera skillnader i bilder baserat på mänskliga perceptionsmått. Resultaten indikerar att den presenterade metoden ledde till en minskning av resurskostnaden vid generation av terräng jämfört med vissa andra metoder medan möjligheten att optimera övergångsavstånd för LOD-systemet baserat på kontrast mellan bakgrunden och silouetten för terrängen kvarstår som osäker.
270

Unlocking your digital legacy : A perspective on immortality through our digital traces

Rapakoulia, Klio January 2019 (has links)
Every day, we use technology. Online interactions leave traces and traces serves as portals into different aspects of our personalities, or how we want to be perceived by others. We are encouraged to record and express everything, from our most important moments to the least. However, the digital tools we use privilege only the moment, not the long term. They also tend to make everything feel equally important, thus giving us no incentive to go through our digital traces and decide what has lasting meaning and should be preserved and what we would like to be forgotten.The fabric of our lives is intertwined with our digital traces. What happens to them after the end of our lives? Just as our physical things live on past us, sometimes becoming a part of the lives of our family and friends this will surely be true for our data.How might we curate our digital legacy?

Page generated in 0.0374 seconds