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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.
651

Hur fungerar datorer? : En fallstudie av att utveckla pedagogisk multimedia för ett datorhistoriskt museum. / How do computers work? : A case study of developing educational multimedia for a museum of computer history.

Ahl, Linda January 2004 (has links)
<p>Få människor vet hur datorer fungerar, vilka komponenter de är uppbyggda av och hur dessa samverkar. I detta examensarbete har en prototyp till en multimediepresentation utvecklats. Presentationen kommer att placeras på ett datorhistoriskt museum och dess syfte kommer där att vara att hjälpa människor förstå hur datorer fungerar. Prototypen är baserad på bilder och enklare animationer som förklarar samverkan och funktion hos de olika datorkomponenterna, bland annat genom att visa scenarier som många människor troligtvis känner igen från sin vardag. </p><p>Målet med arbetet har varit att inskaffa kunskap kring hur multimedia kan användas för att illustrera tekniska processer, samt kunskap kring hur multimediepresentationer skall utveck-las. Därför har en systemutvecklingsmetod tagits fram som är anpassad till denna typ av system och som använts vid utvecklingen av prototypen. </p><p>Systemutvecklingsmetoden är av iterativ modell, eftersom det visat sig att ett iterativt arbetssätt är att föredra framför ett linjärt vid multimedieutveckling. Detta beror på att det i denna typ av arbete där det till en början oftast är oklart vilka krav och önskemål som finns på slutprodukten är svårt att gå enkelriktat genom utvecklingsprocessen, d v s att göra ett steg helt färdigt innan nästa påbörjas. </p><p>När det gäller multimedia är en slutsats att det med fördel kan användas för att visa och förklara tekniska förlopp och att det verkar vara ett användbart hjälpmedel inom utbildning och museiverksamhet.</p>
652

Lek- och lärspel - en studie av hur IT kan stödja integration av lek och lärande

Bengtsson, Eric, Heimer, Philip Unknown Date (has links)
<p>Syftet med denna uppsats var att undersöka hur lek och lärande kan integreras i ett lek- och</p><p>lärspel för att skapa motiverande och engagerande övningar. I studien användes konkreta</p><p>övningsexempel från ett modernt lek- och lärspel som presenterades och undersöktes med</p><p>hjälp av elever i årskurs fem. Det som specifikt analyserades i övningarna var hur eleverna</p><p>lyckades interagera med systemet och hur inslag av motiverande faktorer för lek kan skapa en</p><p>underhållande användarupplevelse, samt om de lyckades lära sig något av den</p><p>ämnesrelaterade kunskapen. Krav på teknikvana, ämnesrelaterad kunskapsnivå samt en</p><p>förståelse och lärande av den specifika uppgiften var det som satte gränser för hur väl de</p><p>lyckades engagera och lära sig något i övningarna. Med hjälp av observation samt intervjuer</p><p>identifierade vi ett underlag som kan vara utvecklare, lärare, föräldrar och användare till hjälp</p><p>för att reflektera över design och användande av lek- och lärspel.</p>
653

Searching and Classifying non-textual information

Arentz, Will Archer January 2004 (has links)
<p>This dissertation contains a set of contributions that deal with search or classification of non-textual information. Each contribution can be considered a solution to a specific problem, in an attempt to map out a common ground. The problems cover a wide range of research fields, including search in music, classifying digitally sampled music, visualization and navigation in search results, and classifying images and Internet sites.</p><p>On classification of digitally sample music, as method for extracting the rhythmic tempo was disclosed. The method proved to work on a large variety of music types with a constant audible rhythm. Furthermore, this rhythmic properties showed to be useful in classifying songs into music groups or genre.</p><p>On search in music, a technique is presented that is based on rhythm and pitch correlation between the notes in a query theme and the notes in a set of songs. The scheme is based on a dynamic programming algorithm which attempts to minimize the error between a query theme and a song. This operation includes finding the best alignment, taking into account skipped notes and additional notes, use of different keys, tempo variations, and variances in pitch and time information.</p><p>On image classification, a system for classifying whole Internet sites based on the image content, was proposed. The system was composed of two parts; an image classifier and a site classifier. The image classifier was based on skin detection, object segmentation, and shape, texture and color feature extraction with a training scheme that used genetic algorithms. The image classification method was able to classify images with an accuracy of 90%. By classifying multi-image Internet web sites this accuracy was drastically increased using the assumption that a site only contains one type of images. This assumption can be defended for most cases.</p><p>On search result visualization and navigation, a system was developed involving the use of a state-of-the-art search engine together with a graphical front end to improve the user experience associated with search in unstructured data. Both structured and unstructured data with the help of entity extraction can be indexed in a modern search engine. Combining this with a multidimensional visualization based on heatmaps with navigation capabilities showed to improve the data value and search experience on current search systems.</p> / Paper III reprinted with kind permission of Elsevier Publishing, sciencedirect.com.
654

Digitalkamera, dataprojektor, smartboard, dator med mera... : En studie kring hur lärarna i år 2-5 ser på multimedia i undervisningen

Andersson, Susanne, Ekström, Helena January 2009 (has links)
<p>Bakgrund: En av skolans främsta uppgifter är att rusta eleverna för framtiden på olika sätt. I studien lyfter vi vikten av att eleverna måste kunna orientera sig i en komplex verklighet med stort informationsflöde och snabb förändringstakt (Lpo 94, 2006). Vi undersöker hur lärarna arbetar med olika media i sin undervisning. Vi har också intresserat oss för vilka datorprogram de väljer att använda. Dagens elever har en helt annan erfarenhet av och tillgång till Internet än tidigare elever har haft, vilket gjort att de redan i tidig ålder möts av olika utmaningar och faror. Syfte: Syftet med undersökningen är att ta reda på hur lärarna ser på multimedia i undervisningen i år 2-5, samt hur multimedia praktiskt används i arbetet med eleverna. Metod: Som metod valde vi kvalitativ semistrukturerad forskningsintervju. Vi har utfört elva intervjuer med mp3-spelare, vilka har transkriberats till text och analyserats. Intervjupersonerna har varit lärare som arbetar i år 2-5, och arbetar i fem olika kommuner. Intervjuerna har vi analyserat utifrån en vidare hermeneutisk tolkning, utifrån ett fenomenologiskt synsätt. Resultat: Vi har funnit att de flesta lärarna arbetar mycket medvetet med multimedia i sin undervisning. De är i stort sett nöjda med de typer och antal av multimedia och program skolan tillhandahåller. Lärarna på de flesta skolorna utbildar eleverna utifrån en medvetenhet om omvärldens faror. Vi har även funnit att lärarens inställning påverkar deras användande av multimedia i undervisningen. Flera lärare anser att PIM-utbildning för kommunens lärare ökar deras engagemang. Är läraren intresserad, så blir eleverna intresserade. Att använda multimedia gör lärandet mer lustfyllt och ökar motivationen hos de flesta elever, samtidigt som det främjar deras samarbete och sociokulturella lärande.</p>
655

Digital Identity Dissonance A Grounded Theory Study of Identity Guarding.

Szumski, Meredith Kay. Unknown Date (has links)
This grounded theory study responds to the 21st Century dilemma medical schools encounter as online social networking sites like Facebook reveal more and more about their students---do professionally incongruous online behaviors indicate a lack of essential traits required to be a physician? By contextually situating the inquiry at one medical school over a period of three years, findings revealed the main concerns students had regarding professionalism as it relates to Facebook and detailed strategies employed to resolve those concerns as a substantive theory of digital identity dissonance. Participants revealed an awareness of desired behaviors espoused by professionalism expectations, but discovery of a looped pattern of telling demonstrated a reactive reasoning process seemingly incompatible with institutional norms but indicative of identity acquisition tension. Theoretical conceptualization of the data expanded Bourdieu's notion of habitus to a novel concept of Facebook Native Habitus (FBNH). Identity guarding emerged in analysis as a basic social process characterized by a reactive reasoning process through which enculturated members of a group negotiate thoughts and feelings perceived to be incongruent with in-group expectations. Identity guarding is a subconscious strategy used in managing presentation of self and is the formal theory developed in this study.
656

The Relationship between Playing Games and Metacognitive Awareness.

Moncarz, Howard T. Unknown Date (has links)
This study investigated how playing different types of video games was associated with different values of metacognitive awareness. The target population was first and second-year college students. The study used a survey methodology that employed two self-reporting instruments: the first to estimate a metacognitive-awareness index (MAI), and the second (developed in this study) to: (a) assess a respondent's video- and non-electronic-game experience (including both video and non-electronic games), (b) estimate the time spent playing video games (time played) over the prior two years, and (c) characterize the different types of video games that were played (to determine gamer type). / Out of 759 surveys distributed in 29 classes (for first and second-year courses), there were 175 respondents. For the main analysis, 80 respondents were eligible because they were video gamers, aged 18 to 21 years, and undergraduates. Juniors and seniors were included to mitigate the risk of too few respondents. The analysis was based on a 2 (time played) x 3 (gamer type) ANOVA for MAI. Gamer type was based on the predominant type of video games played among action games, strategy games, and coherent world games (CWGs). A CWG was defined as a role-playing game (RPG) in which a player explored a consistent and complex world to solve challenges or an entity-development game (EDG) in which the player developed, managed, and operated a complex entity in a consistent world or context. The three gamer types were action, strategy, and CWG. / The initial analysis revealed that action gamers and strategy gamers could not be objectively distinguished. Thus, three new gamer types that were consistent with the study's objectives were specified. The first type played predominantly EDGs; the second, RPGs; and the third, neither EDGs nor RPGs as often. The third type was assumed to play predominantly non-coherent world games (NCWGs). Thus, the three gamer types were EDG, RPG, and NCWG. / The results showed that EDG gamers were associated with a significantly higher MAI than NCWG gamers. F(2, 77) = 4.55; p &lt; .05; partial eta2 = .11; and power = .76. There was not a significant association for time played or the interaction of time played and gamer type. In a secondary analysis, comprising 64 gamers, aged 18 to 21 years, and first and second-year students only, the results showed that CWG and EDG gamers were associated with a significantly higher MAI than NCWG gamers. F(3, 60) = 4.29; p &lt; .01; partial eta2 = .18; and power = .84. / Two possible hypotheses for the results were that playing CWGs foster metacognitive awareness or that those with a higher metacognitive awareness preferred CWGs. Because the methodology used a one-time survey, neither hypothesis could be confirmed or denied. Due to coverage and nonresponse errors, the sample results were not generalizable. Nevertheless, the results provided evidence of an association between CWG gamers and a higher metacognitive awareness than for NCWG gamers. The implication was that the study could inform methodology design for future research to develop an empirically-based taxonomy on game characteristics, organized according to their association with metacognitive awareness.
657

Validating Co-Training Models for Web Image Classification

Zhang, Dell, Lee, Wee Sun 01 1900 (has links)
Co-training is a semi-supervised learning method that is designed to take advantage of the redundancy that is present when the object to be identified has multiple descriptions. Co-training is known to work well when the multiple descriptions are conditional independent given the class of the object. The presence of multiple descriptions of objects in the form of text, images, audio and video in multimedia applications appears to provide redundancy in the form that may be suitable for co-training. In this paper, we investigate the suitability of utilizing text and image data from the Web for co-training. We perform measurements to find indications of conditional independence in the texts and images obtained from the Web. Our measurements suggest that conditional independence is likely to be present in the data. Our experiments, within a relevance feedback framework to test whether a method that exploits the conditional independence outperforms methods that do not, also indicate that better performance can indeed be obtained by designing algorithms that exploit this form of the redundancy when it is present. / Singapore-MIT Alliance (SMA)
658

Altruistic QoS routing and multi-path multimedia communication

Lee, Chung-Wei, January 2001 (has links) (PDF)
Thesis (Ph. D.)--University of Florida, 2001. / Title from first page of PDF file. Document formatted into pages; contains xi, 86 p.; also contains graphics. Vita. Includes bibliographical references (p. 82-85).
659

Några dator/IT-relaterade vinster i skolan / The benefit of using computers at school

Niklasson, Therése January 2001 (has links)
Föreliggande studie syftar till att ta reda på vilka dator/IT-relaterade vinster det finns för lärare som använder sig av datorer i undervisningen. Jag har utifrån läst litteratur tagit reda på ett antal fördelar och även tagit del av flera exempel på vinster från lärare genom intervjuer. De intervjuade lärarna använder datorn/IT på en mängd olika sätt. De lärare som jag intervjuat är alla intresserade av att arbeta med dator/IT-användning i skolan. Sammanfattningsvis använder lärarna datorn/IT till informationssökning, ordbehandling, kommunikation, presentation och dokumentation. Jag har genom uppsatsen kommit fram till att det finns många faktorer som påvisar värdet av att använda datorn/IT i skolan. Bl.a. integreras flera sinnen hos eleverna vilket främjar hela lärandet. Datorn/IT-användningen ökar lärarens utsikter att finna varje elevs unika möjligheter. Läraren kan motivera eleverna genom att sammanföra aktiviteter som behöver övas i skolan i meningsfulla sammanhang, vilket datorn/IT kan hjälpa till med.
660

Searching and Classifying non-textual information

Arentz, Will Archer January 2004 (has links)
This dissertation contains a set of contributions that deal with search or classification of non-textual information. Each contribution can be considered a solution to a specific problem, in an attempt to map out a common ground. The problems cover a wide range of research fields, including search in music, classifying digitally sampled music, visualization and navigation in search results, and classifying images and Internet sites. On classification of digitally sample music, as method for extracting the rhythmic tempo was disclosed. The method proved to work on a large variety of music types with a constant audible rhythm. Furthermore, this rhythmic properties showed to be useful in classifying songs into music groups or genre. On search in music, a technique is presented that is based on rhythm and pitch correlation between the notes in a query theme and the notes in a set of songs. The scheme is based on a dynamic programming algorithm which attempts to minimize the error between a query theme and a song. This operation includes finding the best alignment, taking into account skipped notes and additional notes, use of different keys, tempo variations, and variances in pitch and time information. On image classification, a system for classifying whole Internet sites based on the image content, was proposed. The system was composed of two parts; an image classifier and a site classifier. The image classifier was based on skin detection, object segmentation, and shape, texture and color feature extraction with a training scheme that used genetic algorithms. The image classification method was able to classify images with an accuracy of 90%. By classifying multi-image Internet web sites this accuracy was drastically increased using the assumption that a site only contains one type of images. This assumption can be defended for most cases. On search result visualization and navigation, a system was developed involving the use of a state-of-the-art search engine together with a graphical front end to improve the user experience associated with search in unstructured data. Both structured and unstructured data with the help of entity extraction can be indexed in a modern search engine. Combining this with a multidimensional visualization based on heatmaps with navigation capabilities showed to improve the data value and search experience on current search systems. / Paper III reprinted with kind permission of Elsevier Publishing, sciencedirect.com.

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