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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.
31

Ready Company One : How game developers facilitate value creation in the Roblox metaverse / : Hur spelutvecklare faciliterar värdeskapande på Roblox metaverse

Krnjajic, Alexander, Wesslén, Sebastian Rex January 2022 (has links)
The available literature presents a multitude of ways in which value creation can take place, and a near uncountable number of ways in which value creation can take place in digital contexts. However, little has been written in the way of value co-creation, or even value creation in general, in relation to the metaverse. This explorative study makes use of an abductive approach and will strive to identify how a game developer creates value for its customers in a metaverse context. Six qualitative interviews were conducted to collect data from a game developer within this new industry. The overarching process of collecting data is based on value co-creation theory and network theory. The study’s findings illustrate the involved and required factors when game developers co-create with customers, and shed light on the necessary amalgamation of different actors involved in the process. The conclusion can be summarised as follows: a game developer creates value for its customers through direct and indirect value adding activities. The first conclusion regarding direct value adding activities includes value co-creation, and is the basis of an improved conceptualised model based on previous theoretical literature, which can be used in future research.
32

A construção de redes sociais no processo de formação docente em Metaverso, no contexto do Programa Loyola

Locatelli, Ederson Luiz January 2010 (has links)
Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2015-07-03T15:31:54Z No. of bitstreams: 1 EdersonLocatelli.pdf: 4356048 bytes, checksum: 65321cd67bcb00d430e27d88aa4250e0 (MD5) / Made available in DSpace on 2015-07-03T15:31:54Z (GMT). No. of bitstreams: 1 EdersonLocatelli.pdf: 4356048 bytes, checksum: 65321cd67bcb00d430e27d88aa4250e0 (MD5) Previous issue date: 2010 / Nenhuma / O termo “rede” vem sendo utilizado por diferentes áreas de conhecimento. Na comunidade científica, o termo rede foi utilizado pela primeira vez pelo matemático Leonard Euler, em 1736, em Königsberg. Também, este termo tem sido utilizado na Biologia, na Física, na Administração e nas Ciências Sociais, onde este trabalho vai apoiar-se para falar das redes sociais. Contudo, este trabalho buscará discutir as redes sociais na Educação. Na experiência que tenho desenvolvido com os colégios jesuítas no Brasil, tenho percebido que a distância geográfica entre os colégios, torna-se um fator limitador do desenvolvimento de um trabalho colaborativo, em rede, em nível nacional. Entretanto, as atuais tecnologias digitais, entre elas os ambientes virtuais de aprendizagem, a Web 2.0, os mundos virtuais em 3 dimensões, entre outros... podem contribuir para superar este limite, possibilitando a construção de uma forma de trabalhar colaborativamente, em projetos comuns. É a partir dessa constatação que surge o problema principal dessa dissertação, que consiste em investigar como se configuram e são potencializados os processos de formação continuada, em rede, na constituição de ECODI, permeados pelo Paradigma Pedagógico Inaciano (Contexto-Experiência-Reflexão-Ação-Avaliação), no âmbito dos Colégios Jesuítas através do Programa Loyola? Do problema principal, derivam os seguintes objetivos: que envolvem o conhecimento que os professores tem em relação a Pedagogia Inaciana, como trabalhar a PI em ECODIs e se o trabalho neste ambiente é uma forma de potencializar o trabalho em rede entre os docentes. Além disso, buscar-se- á verificar se este trabalho pode gerar uma aproximação maior entre os docentes e a geração digital. O método científico utilizado na pesquisa foi uma abordagem quali-quanti-quali, configurando-se de forma exploratória e utilizando os procedimentos técnicos do estudo de caso e classificada como uma pesquisa bibliográfica e documental. Além disso, foi utilizada uma análise de conteúdo aplicada para analisar os chats e as imagens no curso ECODI Inaciano. Com isto, a pesquisa identificou que os docentes que participaram do curso tem uma compreensão satisfatória a respeito da Pedagogia Inaciana e com isso, conseguem trabalhar o tema em ECODIs, estabelecendo relações entre os temas. Também, depois de aprenderem como utilizar o metaverso, sentem-se muito a vontade para trabalhar em grupo, superando o limitador que é a distância geográfica. Além disso, um dos objetivos principais dos docentes ao fazer o curso é a busca de novas formas de ensinar e aprender para se trabalhar com a geração homo zapiens. / The term "network" has been used by different fields of knowledge. In the scientific community, the term network was first used by the mathematician Leonard Euler in 1736 in Königsberg. Also, the term has been used in biology, in physics, Administration and Social Sciences, where this work will rely on to speak of social networks. However, this paper aims to discuss social networking in Education. In the experience I have developed with the Jesuit schools in Brazil, I noticed that the geographical distance between the schools, becomes a factor limiting the development of a collaborative, networked, nationwide. However, current digital technologies, including virtual learning environments, Web 2.0, virtual worlds in three dimensions, among others... may help overcome this limit, allowing the construction of a way to work collaboratively on common projects. It is from this premise that comes the main problem of this dissertation, which is to investigate how to configure the processes are enhanced and continued training, networking, the provision of ECODI, permeated by the Ignatian Pedagogical Paradigm (Context-ExperienceReflection-Action-Assessment), under the Schools Program through the Programa Loyola? The main problem, derive the following objectives: to involve the knowledge that teachers have in relation to Ignatian Pedagogy, how to work with Ignation Pedagogy into ECODIS and if the work in this environment is a way to promote networking among teachers. Moreover, it will seek to verify that this work can generate a closer contact between teachers and the digital generation. The scientific method used in this research was a qualitative-quantitative approach to quality by setting up an exploratory manner, using the technical procedures of the case study and classified as a documentary and bibliographical research. Furthermore, we used a content analysis applied to analyze the images and chats in the course ECODI Ignatian. With this, the survey showed that teachers who attended the course has a satisfactory understanding regarding the Ignatian Pedagogy and with that, get to work on the theme ECODIS in connecting themes. Also, after learning how to use the Metaverse, they feel very comfortable working together, overcoming the limitation is that the geographical distance. In addition, a major goal of teachers doing the course is the search for new ways of teaching and learning to work with the generation homo zapiens.
33

O desenvolvimento da competência para o trabalho em equipe a distância com o uso do metaverso Second Life

Gomes, Ana Cláudia Bilhão 20 June 2012 (has links)
Submitted by Nara Lays Domingues Viana Oliveira (naradv) on 2015-07-14T19:42:48Z No. of bitstreams: 1 anaclaudia.pdf: 1601776 bytes, checksum: 1bb361b2cfc38ef454c57350d4c822da (MD5) / Made available in DSpace on 2015-07-14T19:42:48Z (GMT). No. of bitstreams: 1 anaclaudia.pdf: 1601776 bytes, checksum: 1bb361b2cfc38ef454c57350d4c822da (MD5) Previous issue date: 2012-06-20 / Nenhuma / O objetivo desse trabalho foi identificar se e como o uso da tecnologia metaverso pode colaborar para o desenvolvimento da competência para o trabalho em equipe na educação a distância na área de Gestão de Recursos Humanos. O contexto de pesquisa foi o curso superior de Graduação Tecnológica em Recursos Humanos da Universidade do Vale do Rio dos Sinos em atividade de capacitação realizada na modalidade a distância. O método utilizado foi a Design Research que é um processo de usar o conhecimento para a modelagem e criação de artefatos para aplicação e geração de conhecimento teórico/prático. O artefato desenvolvido trata-se de um método de capacitação para o desenvolvimento da competência individual do trabalho em equipe na educação a distância com o uso da tecnologia metaverso. O método desenvolvido é composto por: instrumentos para diagnóstico, ambiente modelado no metaverso Second Life, treinamento para utilização do metaverso, reuniões de trabalho, realização de um evento e avaliação final. O propósito era o desenvolvimento da competência individual para trabalho em equipe através de um desafio proposto a 6 (seis) alunos que participaram voluntariamente desta pesquisa, implicando em participar de um treinamento para o uso da tecnologia, comparecer a reuniões virtuais de trabalho e realizar o 1º Encontro de Profissionais e Estudantes de Recursos Humanos no Second Life. O passo de avaliação do método indicou que a principal colaboração do metaverso para o desenvolvimento da competência do trabalho em equipe ocorre por intermédio das suas affordances educativas, pois os achados indicam que o metaverso foi percebido como um espaço de experiência no qual podem ser realizadas atividades em que os alunos vão experienciar diversas situações para as quais terão que definir objetivos e fazer escolhas, ou seja, tomar decisões e agir para colocá-las em prática. Assim, conhecimentos poderão se converter em habilidades e atitudes frente a diferentes situações-problema relacionadas ao trabalho em equipe. As lições aprendidas estão relacionadas tanto ao desenvolvimento da competência investigada quanto ao uso da tecnologia utilizada (metaverso). Em resumo, os participantes perceberam as seguintes possibilidades que a tecnologia metaverso oferece para o desenvolvimento da competência individual de trabalho em equipe: construção de um contexto para o desenvolvimento da competência; simulação de situações que propiciem pessoas a planejarem, agirem e interagirem; proporcionar a aplicação de técnicas de gestão e atividades práticas; possibilitar o desenvolvimento de aspectos das relações interpessoais; complementar atividades presenciais, especialmente ligadas à educação, e promover atividades em grupo mesmo a distância. Em relação ao artefato desenvolvido os principais aspectos a melhorar identificados foram: o horário inadequado da realização de reuniões e o pouco tempo de interação. Em relação à tecnologia utilizada, houve pontos a desejar, entre outros: dificuldades associadas aos recursos tecnológicos utilizados pelos participantes (conexão da internet e hardware) e instabilidade da plataforma Second Life (software). / This study intends to identify whether and how the use of metaverse technology might contribute to the development of the teamwork competence in distance education courses. The research context was an Undergraduate Technology Course in Human Resources Management at the University of Vale do Rio dos Sinos in a distance learning activity. The method used was the “Design Research”, a process of using knowledge for modeling and creating artifacts for application and generation of theoretical and practical knowledge. The device developed is a training methodology for the development of individual teamwork competence in distance education using the metaverse technology. The methodology consists of: a) diagnostic instruments; b) modeled environment in the Second Life metaverse; c) training for use of the metaverse; d) workshops; and e) the realization of an event and final evaluation. The purpose was the development of individual teamwork competence by a challenge activity proposed to six voluntarily students, considering: a) the training in the use of technology; b) attending virtual meetings work; and c) the creation of the 1st Meeting of Human Resources Professionals and Students in Second Life. The evaluation of the method indicated that the main contribution to the development of teamwork skills in the metaverse occurs through their educational affordances, once the metaverse was perceived as an area of experience which the activities can be performed in, which students will experience various situations and will have to set goals and make their choices, take decisions and take action to put them into practice. Thus, knowledge may become skills and attitudes to face different problem situations related to teamwork. The lessons learned are related both to the development of the competence investigated with regard to the use of technology. In summary, the participants found the following possibilities for technology metaverse contribute to the development of individual teamwork competence: a) building of a context for the development of teamwork competence; b) simulation of situations that give people plan, act and interact; c) application of management techniques and practical activities; d) development of interpersonal relationships; e) complement of presently activities, especially those related to education; and f) promotion of group activities even at a distance. In relation to the device developed the main areas for improvement identified were: a) inadequate time of the meetings; and b) short time of interaction. Regarding technology used, there are also points to be considered: a) difficulties associated technology resources used by participants (connection Internet and hardware) and instability of the Second Life platform (software).
34

The virtual experience: A qualitative study among young adults on their perception of Facebook Metaverse / Den virtuella upplevelsen: En kvalitativ studie bland unga vuxna om deras uppfattning av Facebook Metaverse

Israel, Wasaja January 2022 (has links)
This thesis investigates reactions of young people in Malmö-Sweden about the proposed Facebook Metaverse. Gauging young people’s association/reactions about Facebook Metaverse before its practical existence is the study's main focus. The thesis assesses Web 2.0 as a pivotal mark that enabled development of social networks and virtual worlds like Facebook Metaverse. Through qualitative interviews and semiotic analysis in data collection, three main themes became noted as both theoretical perspectives and findings of the study that entails the young people's opinions on the soon to be launched Facebook Metaverse. The 3 themes are; Connectivity & interactivity, Anonymity and identity, and Datafication, privacy & commercialisation. The results highlight pros and cons with the Facebook metaverse that encompasses risks of intrusive data collection, possibilities for self-empowerment through avatars and new ways of communicating. The thesis concludes with a created artifact/altered video that presents a critical aspect of Mark Zuckerberg’s version of the Facebook Metaverse informed by the research. / Young adults’ perception of Facebook Metaverse in less than 11 minutes
35

Paradigm Shift from Vague Legal Contracts to Blockchain-Based Smart Contracts

Upadhyay, Kritagya Raj 07 1900 (has links)
In this dissertation, we address the problem of vagueness in traditional legal contracts by presenting novel methodologies that aid in the paradigm shift from traditional legal contracts to smart contracts. We discuss key enabling technologies that assist in converting the traditional natural language legal contract, which is full of vague words, phrases, and sentences to the blockchain-based precise smart contract, including metrics evaluation during our conversion experiment. To address the challenge of this contract-transformation process, we propose four novel proof-of-concept approaches that take vagueness and different possible interpretations into significant consideration, where we experiment with popular vendors' existing vague legal contracts. We show through experiments that our proposed methodologies are able to study the degree of vagueness in every interpretation and demonstrate which vendor's translated-smart contract can be more accurate, optimized, and have a lesser degree of vagueness. We also incorporated the method of fuzzy logic inside the blockchain-based smart contract, to successfully model the semantics of linguistic expressions. Our experiments and results show that the smart contract with the higher degrees of truth can be very complex technically but more accurate at the same time. By using fuzzy logic inside a smart contract, it becomes easier to solve the problem of contractual ambiguities as well as expedite the process of claiming compensation when implemented in a blockchain-based smart contract.
36

Navigating the Evolving World of Fashion In-Game Advertising

Botini, Evgenia Maria January 2023 (has links)
Abstract This study addresses gaming as an interactive digital advertising tool, aiming to explore its effectiveness in digital marketing overall and to examine its impact on digital marketing for the fashion industry in particular. Purpose The purpose of this paper is to present an analytical framework for explaining the appeal of games for fashion brand advertising. More precisely, this paper aims on investigating in detail how, if and what factors make games an appealing medium for fashion brand advertising, through a uses and gratifications perspective. Design/methodology/approach In the zeitgeist of infoxication and information anxiety, in which modern consumers must form their consumption identity habits, advertisement experts and academics are called to revise traditional advertising channels, exposed to the urgent need of finding new mass-mediated mediums to successfully reach their goal-market. While the advertising industry is striving to “consume” every freshly designed communicational platform and utilize it for marketing purposes, the uses and gratifications theory (UGT), will guide the researcher to uncover why and if audiences are choosing to perceive games as an advertising channel. Originality/value The present study contributes to the existing literature by investigating the uses and gratifications (U&Gs) that motivate gamers to adopt a positive attitude towards fashion ingame advertising (IGA) and brand recognition, and therefore influence their purchase intentions. Additionally, the study will contribute to confining the research gap between what fashion brands think they will achieve with IGA and what they are actually achieving. The study hopes to pose significant theoretical and practical implications for both researchers and practitioners who are eager in the metaverse economy, IGA advertisement and virtual world marketing communication. Findings Whilst fashion advertising in games poses a new challenge for both advertisement and mass communication practitioners, the present study concluded that games – as a mass-mediated environment – equip advertisement with the benefit of engaging audiences in interactive and immersive experiences. This unique IGA advantage allows for the creation of more personalized and targeted marketing campaigns, tapping into the specific gratifications sought by players, such as social interaction, self-expression, and achievement. By leveraging these insights, fashion brands can effectively connect with their target audience, and cultivate brand loyalty, brand recognition and brand engagement.
37

Virtual reality in tourism. Opportunity or pitfall? : Explorative case study of a place-based virtual reality experience of Mariebergsskogen / Virtuell verklighet i turismen. Möjlighet eller fallgrop? : En explorativ fallstudie om en platsbaserade virtuell verklighet upplevelse av Mariebergsskogen

Kubitzek, Barbara January 2021 (has links)
To what extent can virtual reality be used to induce real-life tourism? This question becomes even more relevant in these covid-19 times. However, research on virtual reality concerning tourism has not engaged substantively with this question yet and thus this study seeks to address this question. This thesis is an explorative case study of the development of the prototype of a place-based virtual reality experience of Mariebergsskogen in Karlstad, Sweden. The purpose of this study is to investigate and show how a place-based virtual reality experience can add value to the experience and promotion of Mariebergsskogen. This thesis goes beyond ocularcentrism highlighting the involvement of senses, the whole body and emotions in experiencing a destination. How can a deeper emotional connection to a destination be evoked through virtual reality revealing the characteristics, uniqueness and rootedness of the place? A geomedia approach is taken that combines a sensitivity to place with media to arrive at a multi-dimensional view of Mariebergsskogen considering place representations, engagements and its roots to history. Place is conceptualized by recourse to Lefebvre’s (2011) spatial triad: lived, perceived and imagined that are in a dialectic relationship. The methodological model created has been informed by the project on place-based digital experiences (PDU) at the University of Karlstad in Sweden. Tourists are considered active agents in creating tourism destinations and this study emphasizes their engagement as co-creators in the prototype development process. A methodological model is proposed that combines a place analysis with workshops consisting of a user study and a co-creation workshop supplemented with insights from interviews with virtual reality developers and stakeholders from Region Värmland and Karlstad Municipality.

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