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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

Proposta de formação continuada para docentes da educação superior no metaverso second life

Maria, Sandra Andrea Assumpção January 2012 (has links)
A presente dissertação teve por objetivo construir uma proposta de formação continuada, na modalidade a distância, para docentes da educação superior no Metaverso Second Life. Desta forma, buscou investigar como o Metaverso Second Life poderia contribuir para a construção desta proposta. Primeiramente, realizou-se uma revisão de literatura sobre as temáticas a fim de identificar publicações na área e a situação atual em que se encontra a pesquisa. A partir disso, construiu-se o referencial teórico, abrangendo as temáticas da docência na educação superior e, sobre o Metaverso Second Life. Logo, para o desenvolvimento dessa pesquisa, optou-se pela metodologia de estudo de caso, por compreender que o mesmo é flexível, pois enfatiza a exploração e a descrição considerando o contexto em que os fatos ocorrem. Para isso, a investigação caracterizou-se pela implementação de três etapas, a saber: a realização de observações de atividades no Metaverso Second Life, entrevistas com os sujeitos da pesquisa e os resultados obtidos a partir do desenvolvimento de um curso piloto. Além disso, foi construído um Objeto de Aprendizagem, denominado EduVirtua, com o intuito de reunir subsídios sobre os temas e favorecer apoio pedagógico ao contexto do curso piloto e da proposta de formação docente. Com o apoio do Objeto de Aprendizagem EduVirtua, realizou-se um curso piloto, intitulado Capacitação Docente: o Uso dos Mundos Digitais Virtuais no contexto da Educação Superior. Este teve como público docentes em exercício na educação superior, Pós-Graduação ou vinculados a programas de Pós- Graduação Lato Sensu e/ou Stricto Sensu. Neste curso piloto teve-se o propósito de discutir sobre a preparação didático-pedagógica para atuar na educação superior e identificar possibilidades educacionais a partir da utilização do Metaverso Second Life, configurando-se assim, como um estudo de caso. Os dados foram analisados tendo como base a metodologia de Análise de Conteúdo, o que possibilitou a definição de três categorias de análise, a saber: (I) Preparação didático-pedagógica para o exercício na educação superior; (II) Metaverso Second Life; e (III) Estratégias didático-pedagógicas. Por fim, o resultado das análises das categorias apontaram para a importância da preparação didático-pedagógica do docente, independente da área de atuação. Além disso, foram elucidadas as dificuldades iniciais de uso do Metaverso Second Life, principalmente pela questão técnica. Contudo, ressaltou-se que as possibilidades educacionais são inúmeras e significativas para o processo de formação continuada. Por sua vez, as estratégias didático-pedagógicas apresentamse como potencializadoras para a prática pedagógica. Logo, foi possibilitada a construção da proposta de formação docente, pois acredita-se que para a efetivação da mesma tornou-se necessário explorar a tecnologia de maneira a conhecê-la com profundidade para compreender como utilizá-la educacionalmente. / This present dissertation had as the main goal to build a proposal of continuing education in a distance mode for higher education teachers in the Second Life Metaverse. So, it was sought to investigate how the Second Life Metaverse can contribute for the construction of this proposal. First, it was held a literature review of the themes to identify publications in this field and the research current situation. From this it was built the theoretical that covers the teachers’ themes in the higher education and about the Second Life Metaverse. For this research development it was opted for the methodology of study case because it is flexible and emphasizes the exploration and the description taking into account the context where the events occur. In this matter the research was characterized for the implementation of three steps: the realization of activities’ observation in the Second Life Metaverse, interviews with the research subjects, and the results obtained by the development of a pilot course. In addition, it was built a learning object called EduVirtua, in order to gather input on issues and facilitate educational support to the context of the proposed pilot course and teacher training. With the support of the learning object EduVirtua a pilot course entitled “Teacher Training: The Use of Digital Virtual Worlds in the context of higher education” was held. This targeted practicing teachers in higher education, graduate or linked to graduated programs Lato Sensu Graduate and / or proper. In this pilot course the objective was to discuss about the didacticpedagogic preparation to function in the higher education and identify educational opportunities from the use of Second Life Metaverse, becoming so a case study. The data was analyzed based on the methodology of content analysis, which enabled the definition of three analysis categories: (I) Preparation didactic and pedagogic for the exercise in Higher Education; (II) Second Life Metaverse; and (III) Didactic- Pedagogic strategies. Finally, the test results of the categories pointed to the importance of the didactic-pedagogic preparation of teachers, regardless of the area. Moreover, it was elucidated the initial difficulties of using Second Life Metaverse, manly by the technical matter. However, it was stressed that the educational possibilities are numerous and significant to the process of continuing education. In turn, the didactic-pedagogic strategies present themselves as empowering pedagogical practice. It was therefore made possible the construction of the proposed teacher training because it is believed that for its execution it became necessary to exploit the technology in order to know it in depth and understand how to use it educationally.
32

The Metaverse: The Potential to Revolutionize Workforce Training : A qualitative study on how industrial companies can use the Metaverse for workforce training, presenting a conceptual framework

Geijer, Lucas, Larsson, Calle January 2023 (has links)
Recent technological advances are radically changing the industrial landscape and driving a digital transformation of industry. This transformation presents several challenges for industrial companies, notably the urgent need to bridge a widening skill gap. In order to address the skill gaps, industrial companies are exploring the potential of the Metaverse as a tool for workforce training.  The Metaverse is a unique, 3D multi-user environment, blending physical and digital elements, thereby facilitating interaction between objects and individuals. Given these features, it possesses the capacity to facilitate immersive learning within industrial firms, offering realistic and interactive training experiences. However, there is a lack of research and understanding regarding the application of the Metaverse for workforce training in these contexts.  Thus, the objective of this study is to explore how the Metaverse can be used by industrial companies and identify the driving factors behind its adoption. To fulfill this purpose, an exploratory qualitative study was conducted, employing semi-structured in-depth interviews that are analyzed thematically.  The study’s primary contribution is a practice-oriented framework detailing the interplay between technology, management, and people; explaining how they combine to support immersive learning. The framework offers unique insights and practical implications for industrial practitioners. Critically, the study emphasizes the importance of effective change management for aligning these three elements, emphasizing that successful implementation goes beyond mere adoption of technology. The study finds that the Metaverse is best viewed as a complement to traditional physical training in industrial companies, identifying specific practical use-cases where the Metaverse can be utilized effectively.
33

InclusiveRender A metaverse Engine prototype to support Accessible Environments for people with ASD

Borg, Oscar, Enberg, Niklas January 2023 (has links)
The metaverse has seen increased usages in its capabilities as an educational tool by immersing users in virtual scenarios. This technology is inaccessible for user groups that require higher degrees of accessibility and personalization, as most metaverse implementations do not adjust to the user’s needs. One such group are individuals with Autism Spectrum Disorder (ASD), rendering them unable to use immersive learning to foster skills that enable independent living. To solve this issue, this thesis aims to employ design science to produce an artefact that answers the research question: ”How can machine learning-based adaptations to 3D-environments be integrated into existing virtual reality platforms in order to increase accessibility for users with ASD?”. By the use of literature studies along with personas supplied from a research project, four different user profiles were established to represent users with ASD. Requirements for the artefact to be produced were then established by exploring possible stakeholders affected by the artefact. Employing data generative techniques, a neural network was trained to predict how the virtual environment should be augmented given the user’s specific characteristics. This neural network was then integrated into a virtual environment set up via Unity, by use of participatory modelling. The resulting artefact was then evaluated against the established requirements, via an experiment that mirrors a typical morning routine meant to increase the person’s skills in independent living. The results of this evaluation found that the artefact could handle known user profiles with a high accuracy (87.7%). The artefact also proved effective in approximating what kind of aide should be presented for the unknown user profiles (8/10 cases). The use of modern development tooling also proved satisfactory in aiding developers to use the artefact to create accessible environments with ease. The artefact’s use of neural networks proved an effective way to model complex user groups, though further ethnographic studies and non-synthetic data is needed to validate this capability.
34

Impact of Metaverse on Marketing Communication : A case study of the fashion industry

Nabukalu, Resty, Wanjohi, Ambrosena January 2023 (has links)
No description available.
35

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.
36

Why do people buy virtual goods? : An exploration of the purchase intentions of virtual goods

Williams, Jacob, Miyake, Haruki January 2024 (has links)
This research has taken place to investigate the drivers of what makes people want to purchase virtual goods. While more and more people are expected to buy virtual goods in the digital era, a better understanding of their demand could be key to success in the digital industry in the future. The research question of this study asks what the areas of purchase intention are toward virtual goods which is what this study set out to determine. To create a basis for the study theoretical framework was developed and consisted of three main parts: subjective norms, attitude, and functional values. These topics created a foundation by which the questions were produced to determine the purchase intentions of virtual goods. Unstructured interviews were then conducted using open-ended questions to get respondents honest thoughts and opinions regarding their purchase intention of virtual goods. Theoretical saturation was reached at five respondents in which data was collected. This data was then coded with a method influenced by grounded theory. The data was analyzed thematically into codes and then sorted into categories which include society, product value, and functional value which were found to be the most fitting categories for the data received from the interviews. The conclusion determined that the purchase intention of virtual goods was driven by perceived usefulness, perceived ease of use, subjective norms, attitude toward purchase, perceived enjoyment, perceived value, trust and security, and functional value after the analysis produced a model that can be used for future research.
37

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.
38

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).
39

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
40

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.

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