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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.
21

From Abstract to Tangible : An Approach to Learning Loops in Programming

Bengtsson, Thomas January 2023 (has links)
This thesis seeks to advance interaction design practice by exploring the potential of interactive tangible prototypes to enhance university students' understanding of abstract programming structures, such as loops. It addresses prevalent challenges, including the difficulties students encounter when initially learning about loops, and scalability issues inherent in tangible teaching tools within this research area. Two distinct tangible learning methodologies are considered: unplugged programming and tangible computing. The primary contributions of this thesis lie in the creation of innovative tangible learning tools, the emphasis on the scalability of such tools, and the illumination of how physical prototypes can inspire digital software design.
22

Opérationnalisation des actes de langage en interface Homme-Machine tangible et avancée pour un assistant culinaire destiné à des personnes ayant un traumatisme crânien cérébral

Zayani, Taoufik January 2016 (has links)
Les activités de la vie quotidienne sont indispensables pour le bien-être physique et moral. Pour que celle-ci soit réussie par les personnes ayant un traumatisme crânien cérébral (TCC), une aide technologique s’avère souvent nécessaire. Les troubles cognitifs empêchent les personnes ayant un TCC de rester chez elles. L’assistant culinaire est un outil composé de trois sous-systèmes: assistance, supervision et communication. L’assistant permet aux personnes ayant un TCC de cuisiner un repas chaud en proposant à celles-ci des stratégies d’assistance cognitive. Ce mémoire présente le sous-système de communication, qui établit la communication entre la personne ayant un TCC et l’assistant culinaire. Nous avons utilisé la méthode LUCID pour concevoir le sous-système de communication. Tout d’abord, nous avons commencé par l’étape prospective et d’exploration pour définir les membres de l’équipe et leurs rôles, afin de comprendre le comportement des personnes ayant un TCC. Pour la compréhension des comportements, nous avons utilisé les persona et des scénarios. Nous avons conçu trois persona principaux (TCC sévère, modéré et léger) et deux secondaires (proche aidant et ergothérapeute). Après la validation des persona, nous avons construit deux scénarios, un sans assistance qui permet de comprendre la gradation d’assistance donnée par l’ergothérapeute durant l’évaluation, un avec assistance pour concevoir les fonctionnalités de l’assistant culinaire et d’établir la communication entre les trois sous-systèmes et l’utilisateur. Ensuite, nous avons conçu les interfaces de l’assistant culinaire selon chaque profil des AVQ. Finalement nous avons développé le sous-système de communication en utilisant des actes de langage pour définir la communication entre les trois sous-systèmes de communication et la gradation de l’assistance, des web service REST comme une technologie qui rend chaque sous-système indépendant. L’assistant culinaire est en cours de développement. Enfin, ultérieurement les différentes fonctionnalités de l’assistant seront testées dans l’appartement de laboratoire DOMUS, et ensuite il sera implémenté auprès de personnes ayant un TCC pour une utilisation régulière chez elles.
23

An Investigation of I.Q. and Achievement Score Increase in Classes for the Emotionally Disturbed and Minimally Brain Injured as a Result of Operant Conditions Using Tangible Reinforcers

Cooksey, James Roy 08 1900 (has links)
This study was an objective investigation of an operant program in behavior modification using tangible reinforoers, which was conducted in two Special Education classes in the Denton Independent School District.
24

How do people construct comfort within their interior spaces? : a study of objects and circumstances between clothes and the building skin that influence comfort and the use of energy

Oji, Obioma Elizabeth January 2017 (has links)
This interdisciplinary PhD-by-practice examines how people construct comfort within their interior spaces through the study of objects, structures, membranes, situations and circumstances between clothes and the building skin. (In)tangible efficiencies of comfort and movement are problematised in this research. It provides new insights into the desire-lines of comfort, which are the habitual routines and interactions that individual’s practice to control their everyday energy use. The audience for this research includes academics, professionals, and those interested in how objects and circumstances influence physical, physiological and psychological interior comfort. The research methods that were applied included novel experimental interior design techniques of data gathering, demonstrated in the GYRO, AMNIOTIC SAC and COSY workshops. Co-researcher responses were generated in text, image and three-dimensional form. These immersive workshops examined specific interior sites, including: the conceptualisation of a product based structure that utilised gyroscopic principles; the prenatal spatial interior of the amniotic sac membranes were studied to posit how this space of origin influences our lifelong comfort desires. In addition, a range of lifecycle scenarios were created to facilitate the understanding of comfort through various objects and circumstances e.g. a cot, pram, loftbed, train, wheelchair, lounge, ambulance, and coffin. Analysis of the data evidenced representations and patterns of comfort desire-lines. Relationships with animate and inanimate objects were identified, connecting with differing dependent and autonomous comfort aspirations. The outcomes of this research can aid investigations into energy use, relocating efficiency discourses from the building skin to interior interstitial space.
25

La saisie-appréhension / The "saisie-appréhension"

Guerre, Florence 30 November 2011 (has links)
La saisie-appréhension, en dépit de sa nouveauté, reste de nos jours largement ignorée par la doctrine. Pourtant, en venant assurer l’exécution forcée en nature de certaines obligations de faire (celles de livraison/délivrance et restitution de biens meubles corporels), cette mesure offre de nouvelles perspectives et ce, tant dans les procédures civiles d’exécution que dans le droit des obligations. En effet, son objectif repose sur une logique différente de celle qui gouverne traditionnellement les saisies et cette nouvelle logique qu’elle incarne conduit à une résolution des problèmes touchant la classification des obligations selon leur objet.Cette étude se propose ainsi de cerner cette mesure et de montrer les intérêts qu’elle présente, ce qui amènera à des analyses à la fois dans les voies d’exécution et dans le droit substantiel. Au terme de celle-ci, la saisie-appréhension se révèlera comme l’autre figure de l’exécution forcée en nature. / The saisie-appréhension, in spite of its newness, stays nowadays widely unknown by the doctrine. However, in so far as it stands ensure for specific performance of some obligations to do like delivery or restitution of tangible movables, this measure offers new prospects concerning the civil proceedings of execution as well as Law of obligations. Its aim is based indeed on a logical different from the one which controls traditionally the other executions all, this new logical allows to resolve problems about the classification of obligation in accordance with their object.This study has so in view to determine this measure and to show its interests, what induces to analysis in Law of seizures and in substantial law. At the end of this one, the saisie-appréhension will come to light as the other face of specific performance.
26

The Sonic Blocks: Towards an Exploratory and Expressive Tangible Interaction

Feltham, Frank, frank.feltham@rmit.edu.au January 2009 (has links)
Tangible User Interaction (TUI) has gathered much momentum over recent years as a way of physically representing and controlling digital information. Tangible User Interfaces privilege the control and action we, as humans, have with our highly developed motor and spatial skills. This physical mode of interaction with computation contrasts significantly with the visual mode of interaction we have with the Graphical User Interface (GUI) of the personal computer. The context for this research inquiry is the design of a TUI, the Sonic Blocks, to encourage exploratory and expressive soundtrack making activities. This thesis gives an account of the design, development and deployment of the Sonic Blocks, with a small group of children in a primary school, to gain an understanding of their unique capabilities to enable a physical and embodied interaction for exploratory and expressive purposes.
27

Návrh na zlepšenie starostlivosti o dlhodobý hmotný majetok v strojárenskej výrobe / Improvement Proposal for Maintenance of Tangible Fixed Assets in Mechanical Engineering

Matejová, Alexandra January 2015 (has links)
This master thesis focuses on the issue of tangible fixed assets management in the company HP spol. s r.o. which manufactures plastic bags and various technical parts. This thesis is based on the current state of the company and with attention to key areas such as care of the tangible fixed assets, organization and operation maintenance. The aim of the company analysis is to identify weaknesses and their resulting opportunities. In the next section are presented solutions to problems which were identified by analysis. Economic evaluation of the proposals with their benefits and timetable is carried out in conclusion of the thesis.
28

Architecture multi-agent pour la gestion d'objets tangibles et virtuels sur Table Interactive

Lebrun, Yoann 08 March 2012 (has links)
Les recherches menées par le travail de thèse visent à proposer une nouvelle architecture multi-agent pour la conception d’applications sur de nouvelles plateformes de communication telles que les tables interactives. Les systèmes Multi-Agents sont utilisés depuis de nombreuses années et peuvent répondre aux problématiques de telles plateformes. Dans notre contexte, nous avons défini les interactions et les comportements d’agents hétérogènes (virtuels et tangibles), qui évoluent simultanément sur une même surface interactive.Nous avons défini une typologie des agents, utilisés dans le cadre de plateformes interactives, en fonction d’un ensemble de critères permettant d’analyser les caractéristiques logicielles et technologiques (système de capture, affichage, etc.) employées sur ces nouveaux supports. Nous proposons de modéliser les comportements élémentaires nécessaires à la description du problème (interactions éventuelles de plusieurs utilisateurs, utilisation d’objets, visualisation de l’environnement et des agents simulés, traitement des messageséchangés, etc.), lesquels sont représentés par des rôles joués simultanément par un ou plusieurs agents selon un ensemble de prérequis. La réflexion proposée a conduit à la construction d’une architecture multi-agent, laquelle a été appliquée sur la table interactive TangiSense (intégrant une technologie RFID). Nous illustrons et nous validons notre propos à l’aide d’une application, un simulateur de trafic routier. / Research done in this thesis aims to propose a new multiagent architecture to design applications for the new communication platforms like the interactive tables. Multiagent systems are used for many years and can respond to the challenges of such platforms. The motivation of our work is to manage the interactions and the behavior of several heterogeneous entities (virtual and tangible) evolving simultaneously on a single interactive surface. We caracterized the agents typology and their interactions for interactive platforms.We consider a set of criteria to analyze software and technological (e.g. capture system, display, etc.) characteristics used on these new platforms. We proposed to modelize basic behaviors needed to describe the problem (potential interactions between multiple users, tangible objects use, visualization of the environment and simulated agents, treatment of exchanged messages, etc.), which are represented by roles played simultaneously by one or several agents according to a set of prerequisites. With these elements, we propose to apply our multiagent architecture on the interactive table TangiSense (equipped with RFID technology). We illustrate and validate our purpose with an application, a traffic simulator.
29

Designing Learning Activities to Support Young Women’s Interest in Programming and Computational Thinking

Kim, Harang January 2020 (has links)
Over the last few years, the importance of computer science education for children has been promoted more and more vigorously. In addition, the demand for technology occupations has increased rapidly, and there are many job opportunities in computer science. However, there are not many women working in this field. One of the reasons is young women’s lack of interest in computer science. This study investigates how to attract young women to computer programming and support computational thinking through design and develop learning activities. This study’s approach includes several related researches, theories, and methodologies. Interviews, workshops, and observations were used to determine design requirements. The results demonstrate that tangible and meaningful artifacts are effective educational tools for computer programming. Based on the results, this research developed a prototype, “TomatoBox,” a do-it-yourself kit that creates toys while providing an enjoyableactivity to learn programming.
30

Hands-On Minds: Fostering Conceptual Learning through Tangible Analogue Games in Higher Education

Rye, Sara 18 July 2023 (has links)
Yes

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