• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 129
  • 109
  • 22
  • 10
  • 10
  • 8
  • 8
  • 3
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 341
  • 178
  • 82
  • 68
  • 61
  • 60
  • 59
  • 56
  • 50
  • 49
  • 42
  • 39
  • 37
  • 36
  • 35
  • 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.
121

Estudo de triagem de transtornos invasivos do desenvolvimento em crianças e adolescentes com síndrome de Down em Curitiba - Paraná

Lowenthal, Rosane 12 September 2006 (has links)
Made available in DSpace on 2016-03-15T19:40:23Z (GMT). No. of bitstreams: 1 Rosane Lowenthal - DD2006.pdf: 382320 bytes, checksum: 6a6e97760e5bdab1aa3be863aa2c72ac (MD5) Previous issue date: 2006-09-12 / Universidade Federal de São Paulo / The literature has reported frequencies from 1% to 11% of pervasive developmental disorder (PDD) in Down s syndrome (DS). It is not clear, if the frequency of this co-occurrence is higher or lower than in other mental retardations. The aim of the study was to identify the comorbidity of autistic spectrum disorders in children and adolescents with DS from Curitiba Brasil. 205 parents of children and adolescents with DS, between 5 and 19 years-old were asked to complete the self-report Autism Screening Questionnaire (ASQ) and the family history questionnaire (provided by Prof. C. Gillberg). The frequency of PDD in the DS sample was 15.6%, with 5.58% of autism (8 males and 2 females) and 10.05% of PDD non autism (9 males and 9 females). This study showed a higher frequency of TID in SD, even though more studies are needed to answer if this frequency is higher than in other mental retardations. / Os trabalhos publicados na literatura mostram taxas de transtornos invasivos do desenvolvimento (TID) em pessoas com síndrome de Down (SD) entre 1 e 11%. Não está claro se a freqüência desta ocorrência é mais alta ou mais baixa que em outras deficiências intelectuais. O objetivo deste estudo é fazer um rastreamento de TID em crianças e adolescentes com SD que residem em Curitiba Brasil. 205 pais de crianças e adolescentes com SD, entre 5 e 19 anos, responderam o questionário para triagem de TID, Autism Screening Questionnaire (ASQ), e o questionário de histórico familiar (cedido pelo Dr. Gillberg). A freqüência de TID em SD encontrada neste trabalho foi de 15,6%, com 5,58% de autismo (8 meninos e 2 meninas) e 10,05% de TID sem autismo (9 meninos e 9 meninas). Esse trabalho encontrou uma alta freqüência de TID em SD, sendo necessários mais estudos para esclarecimento se essa freqüência é maior do que a encontrada em outras deficiências mentais.
122

Internet como instrumento de busca de informações e divulgação dos transtornos invasivos do desenvolvimento

Pires, Adriana da Silva Lozano 12 August 2008 (has links)
Made available in DSpace on 2016-03-15T19:40:33Z (GMT). No. of bitstreams: 1 Adriana da Silva Lozano Pires.pdf: 409772 bytes, checksum: 81d037638adb091db33dd7aaf8fdeb7f (MD5) Previous issue date: 2008-08-12 / Pervasive Developmental Disorders (PDD) is an enduring and persistent behavior disorder, in which its individuals present a diminished quality in communication and social interaction, restricted behavior patterns as well as presence of stereotypes and mannerisms (WHO, 1993; APA, 1995). For a good future development of an individual with PDD, early intervention is needed. Such is many times impaired by Brazil s lack of information and difficulty in a precocious diagnosis. This project s goal was to search via internet what kind of information is found in the main Brazilian privet and public institutions and analyze the quality of this data for posterior elaboration of a web site map containing valid information that can elucidate patients, family members and professionals making use of this source. A complete research on public and privet web sites of PDD specialists indicated institutions and subsequent analyzes of their content took place in order to trace how the matter was treated in each web site. The information found on public institution web sites presented reduced information on PDD. Privet institution web sites displayed more appropriate information in the elucidation of questions regarding the matter, specially those of institutions who exclusively work with PDD patients. With this in mind, one can conclude that public institution web sites require an upgrade of content. An alternative for such would be the establishment of partnerships with universities and PDD specialized institutions. Privet institutions, specially those working with a greater number of deficiencies, do not detain specific information on PDD, however detained information clarifies doubts about the deficiency. All of this information contributed for the creation of a web site map allowing enlightment of non attended doubts in the investigated web sites. / Os Transtornos Invasivos do Desenvolvimento (TID) são uma desordem do comportamento duradoura e persistente, na qual os indivíduos apresentam diminuição qualitativa da comunicação e da interação social, padrões restritos de interesses e presença de comportamentos estereotipados e maneirismos (WHO, 1993; APA, 1995). Para que um indivíduo com TID/autismo tenha um melhor desenvolvimento futuro é preciso uma intervenção o mais precoce possível, que muitas vezes é prejudicada pela falta de informação e dificuldade de diagnóstico precoce no Brasil. O objetivo desse trabalho foi buscar via internet quais informações sobre o assunto são encontradas nas mais importantes instituições brasileiras públicas e privadas e analisar a qualidade dessas informações, para posteriormente elaborar um mapa de um site que contemple informações capazes de esclarecer dúvidas de pacientes, familiares e profissionais que usam essa fonte de informação. Foi realizada pesquisa completa dos sites das instituições públicas e das instituições privadas indicadas por especialistas na área de TID/autismo, sendo utilizada posteriormente análise de conteúdo para apontar como o tema foi tratado em cada um dos sites. Os dados encontrados nos sites das instituições públicas apresentaram poucas informações sobre TID/autismo. Os sites das instituições privadas apresentaram dados mais apropriados para o esclarecimento de questões relacionadas ao tema, especificamente em instituições que trabalham exclusivamente com esses pacientes. Concluiu-se que os sites das instituições públicas necessitam de atualização de seus dados, sendo uma das possíveis alternativas o estabelecimento de parcerias com instituições especializadas em TID/autismo e universidades. As instituições privadas, principalmente que trabalham com várias deficiências, não possuem dados específicos sobre os TID/autismo, mas esclarecem muitas dúvidas em relação à deficiência. Todas essas informações contribuíram para a criação de um modelo de mapa de um site que contemplaria o esclarecimento de dúvidas que não foram sanadas por esses sites investigados.
123

What Are You Doing And Feeling Right Now? / Vad gör och känner du just nu?

Ahmet, Zeynep January 2012 (has links)
Understanding and capturing game play experiences of players have been of great interest for some time, both in academia and industry. Methods used for eliciting game play experiences have involved the use of observations, biometric data and post-game techniques such as surveys and interviews. This is true for games that are played in fixed settings, such as computer or video games. Pervasive games however, provide a greater challenge for evaluation, as they are games that typically engage players in outdoor environments, which might mean constant movement and a great deal of the players' motor skills engaged for several hours or days. In this project I explored a new method for eliciting different aspects of the game play experience of pervasive game players, specifically focusing on motional states and different qualities of immersion. I have centered this work on self-reporting as a means for reporting these aspects of the game play experiences. However, this required an approach to selfreporting as non-obtrusive, not taking too much of the players’ attention from the game activities as well as provide ease of use. To understand the challenges in introducing a new method into a gaming experience, I focused my research on understanding experience, which is a subjective concept. Even though there are methods aiming at capturing the physiological changes during game play, they don’t capture players’ interpretations of the gaming situation. By combining this with objective measurements, I was able to gain a comprehensive understanding of the context of use. The resulting designs were two tools, iteratively developed and pre-tested in a tabletop role-playing session before a test run in the pervasive game Interference. From my findings I was able to conclude that using self-reporting tools for players to use while playing was successful, especially as the data derived from the tools supported post-game interviews. There were however challenges regarding the design and functionality, in particular in outdoor environments, that suggests improvements, as well as considerations on the use of selfreporting as an additional method for data collection.
124

Player perceptions of Pokémon Go / Spelares uppfattning om Pokémon Go

Palmestedt, Bill January 2017 (has links)
In a recent pilot study, it was revealed that certain players of Pokémon Go did not account for the game while asked to specify the games they played regularly, although they had previously mentioned that they play the game daily. This paper will explore those player’s perception of Pokémon Go in aim to understand why they did not account for the game. This study uses a series of interviews of the participants to explore how they perceive the game. The interviews are analysed thematically using predefined themes and the results suggests that the reason to why the game was not accounted for might be related to the pervasive nature of the game.
125

Immersion in Location-Based Games

Löwgren, Martin January 2011 (has links)
This thesis focuses on how location-based games can be used to experience places of cultural heritage in new ways. A prototype game was created in which players follow a day in the life of a sergeant while walking to different locations at Karlsborg fortress and unravel a plot about the plan to steal Sweden’s gold reserve. To analyze how well a location-based game worked in this setting gameflow theory was used to measure the player experience, focusing on how concentration and immersion was handled. Since players will switch their focus a lot between the game and their surroundings it is important that the game helps them know what to concentrate on and stay immersed during the game. A small testing session was conducted at Karlsborg fortress which showed an indication that players were able to stay immersed while playing the game and that the social interaction between players played an important role in their experience.
126

APRENDIZAGEM E REPRESENTAÇÕES SOCIAIS: PENSANDO A ESCOLARIZAÇÃO DE ALUNOS COM TRANSTORNOS GLOBAIS DO DESENVOLVIMENTO / LEARNING AND SOCIAL REPRESENTATIONS: THINKING ON THE LEARNING DEVELOPMENT OF STUDENTS WITH PERVASIVE DEVELOPMENTAL DISORDERS

Guareschi, Taís 20 June 2006 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This search started from the interest of thinking about how learning has been conceived at school. Otherwise, I treat about the learning of a specific group: students with Pervasive Developmental Disorders (authists and psychotics). Based on that, this study has as objective to identify the Social Representations of teachers of a school from Santa Maria/RS, about the learning of those students. The theoretical referents used here, were the psychanalist theory and the social representations theory. Throught the analisys of the mirror phase and social representation, it was stablished a relation between both theories. This way, the maping of social representation stablished the field in which the person of learning is antecipated by the teacher with a qualifying approach, were used as instruments for the search of collecting datas of interviews, examined through the analisys of content, and personal observations at school. The analisys of the data, showed that the socialization is seen for the biggest part of the teachers as the main objective of e learning of those students. Besides that, it revealed the influence of social representations about the learning capacity of those people on the teaching and learning processes. Therefore, been able to remean the social representations that point out to the direction of the incapacity of learning of those student, and the own social representation is essencial to your school-learning process. / Esta pesquisa nasceu do interesse em refletir sobre como a aprendizagem está sendo concebida na escola. Porém, trato de aprendizagem de um grupo específico: alunos com Transtornos Globais de Desenvolvimento (autistas e psicóticos). Com base nisso, este estudo teve por objetivo identificar as Representações Sociais de professores de uma escola de Santa Maria-RS acerca da aprendizagem desses alunos. O referencial teórico utilizado foi a teoria psicanalítica e a teoria das Representações Sociais. Através da articulação entre estágio do espelho e representações sociais estabeleceu-se o diálogo entre as teorias. Assim, o mapeamento das representações sociais estabeleceu o campo no qual o sujeito da aprendizagem é antecipado pelo professor. Em uma abordagem qualitativa, foram utilizados como instrumentos de coleta de dados entrevistas, examinadas através da análise de conteúdo, e observações participantes na escola. A análise dos dados mostrou que a socialização é vista pela maior parte dos professores como o objetivo principal da escolarização desses alunos. Além disso, revelou a influência das representações sociais acerca da capacidade de aprender desses sujeitos no processo de ensino-aprendizagem. Sendo assim, poder ressignificar as representações sociais que apontam para a direção da incapacidade de aprender desses alunos e a própria representação de socialização é essencial para seu processo de escolarização.
127

Routine Learning: from Reactive to Proactive Environments

Pirttikangas, S. (Susanna) 09 November 2004 (has links)
Abstract Technological development and various information services becoming common has had the effect that data from everyday situations is available. Utilizing this technology and the data it produces in an efficient manner is called context-aware or ubiquitous computing. The research includes the specifications of each application, the requirements of the communication systems, issues of privacy, and human - computer interaction, for example. The environment should learn from the user's behaviour and communicate with the user. The communication should not be only reactive, but proactive as well. This thesis is divided into two parts, both representing methodology for enabling intelligence in our everyday surroundings. In part one, three different applications are defined for studying context-recognition and routine learning: a health monitoring system, a context-aware health club application, and automatic device configuration in an office space. The path for routine learning is straight forward and it is closely related to pattern recognition research. Sensory data is collected from users in various different situations, the signals are pre-processed, and the contexts recognized from this sensory data. Furthermore, routine learning is realized through association rules. The routine learning paradigm developed here can utilize already recognized contexts despite their meaning in the real world. The user makes the final decision on whether the routine is important or not, and has authority over every action of the system. The second part of the thesis is built on experiments on identifying a person walking on a pressure-sensitive floor. Resolving the characteristics of the special sensor producing the measurements, which lies under the normal flooring, is one of the tasks of this research. The identification is tested with Hidden Markov models and Learning Vector Quantization. The methodology developed in this thesis offers a step along the long road towards functional and calm intelligent environments.
128

Integrating predictive analysis in self-adaptive pervasive systems / Intégration de l’analyse prédictive dans des systèmes auto-adaptatifs

Paez Anaya, Ivan Dario 22 September 2015 (has links)
Au cours des dernières années, il y a un intérêt croissant pour les systèmes logiciels capables de faire face à la dynamique des environnements en constante évolution. Actuellement, les systèmes auto-adaptatifs sont nécessaires pour l’adaptation dynamique à des situations nouvelles en maximisant performances et disponibilité. Les systèmes ubiquitaires et pervasifs fonctionnent dans des environnements complexes et hétérogènes et utilisent des dispositifs à ressources limitées où des événements peuvent compromettre la qualité du système. En conséquence, il est souhaitable de s’appuyer sur des mécanismes d’adaptation du système en fonction des événements se produisant dans le contexte d’exécution. En particulier, la communauté du génie logiciel pour les systèmes auto-adaptatif (Software Engineering for Self-Adaptive Systems - SEAMS) s’efforce d’atteindre un ensemble de propriétés d’autogestion dans les systèmes informatiques. Ces propriétés d’autogestion comprennent les propriétés dites self-configuring, self-healing, self-optimizing et self-protecting. Afin de parvenir à l’autogestion, le système logiciel met en œuvre un mécanisme de boucle de commande autonome nommé boucle MAPE-K [78]. La boucle MAPE-K est le paradigme de référence pour concevoir un logiciel auto-adaptatif dans le contexte de l’informatique autonome. Cet modèle se compose de capteurs et d’effecteurs ainsi que quatre activités clés : Monitor, Analyze, Plan et Execute, complétées d’une base de connaissance appelée Knowledge, qui permet le passage des informations entre les autres activités [78]. L’étude de la littérature récente sur le sujet [109, 71] montre que l’adaptation dynamique est généralement effectuée de manière réactive, et que dans ce cas les systèmes logiciels ne sont pas en mesure d’anticiper des situations problématiques récurrentes. Dans certaines situations, cela pourrait conduire à des surcoûts inutiles ou des indisponibilités temporaires de ressources du système. En revanche, une approche proactive n’est pas simplement agir en réponse à des événements de l’environnement, mais a un comportement déterminé par un but en prenant par anticipation des initiatives pour améliorer la performance du système ou la qualité de service. / In this thesis we proposed a proactive self-adaptation by integrating predictive analysis into two phases of the software process. At design time, we propose a predictive modeling process, which includes the activities: define goals, collect data, select model structure, prepare data, build candidate predictive models, training, testing and cross-validation of the candidate models and selection of the ''best'' models based on a measure of model goodness. At runtime, we consume the predictions from the selected predictive models using the running system actual data. Depending on the input data and the time allowed for learning algorithms, we argue that the software system can foresee future possible input variables of the system and adapt proactively in order to accomplish middle and long term goals and requirements.
129

Outils sémantiques d'aide à la conception de jeux pervasifs pour la médiation culturelle / Semantic tools to help conceive pervasive games for cultural mediation

Dufort, Diane 02 December 2016 (has links)
L'évolution et la large diffusion des technologies mobiles a entrainé l'émergence de nouveaux types de divertissements donc les jeux pervasifs, qui exploitent les technologies de l'informatique pervasive pour étendre et brouiller les frontières spatiales, temporelles et sociales traditionnellement dévolues au jeu. Dans le domaine culturel institutionnel, les jeux pervasifs ont un fort potentiel en tant que dispositifs de médiation par leur capacité à susciter l'intérêt auprès des jeunes publics et à leurs caractéristiques intrinsèques telles que le flow et l'immersion. O, la conception de jeux pervasifs pour la médiation culturelle (ou Jeux Pervasifs Culturels) pose des difficultés relatives à leur nature de dispositif pervasif et de support de médiation culturelle et d'un manque d'outils conceptuels présentant un vocabulaire unifié, précis et structuré de description des jeux sans lequel il est difficile de comprendre précisément et de décrire ce qu'est le jeu pervasif ou d'appréhender les possibilités offertes par ce genre. Ces constats nous ont amené à exploiter les outils et technologies du Web sémantique (e.g. RDF - Resource Description Framework pour la description de ressources, OWL - Web Ontology Language pour la définition d'ontologies qui constituent un vocabulaire précis, structuré et partagé d'un domaine précis) afin de créer des outils d'aide à la conception. En particulier, nous avons construit l'ontologie ARAI (ARAI Ressource d'Aide à l'Idéation) que nous avons étendue en base de connaissances en y intégrant des instances issues d'un corpus des JPC préalablement construit et analysé. / The evolution and wide diffusion of mobile technologies lead to the emergence of new types of entertainment such as pervasive games (PGs), games which use pervasive computing technologies to extend and blur the social, temporal and/or spatial boundaries of a game. In the institutional cultural domain, pervasive games retain a strong potential as a mediation mean due to their ability to raise interest of young audiences as well as their intrinsic characteristics such as flow or immersion. The design of PGs as cultural mediation means (CPGs) brings difficulties related to the nature of CPGs as pervasive apparatus and cultural mediation mean. Moreover, the lack of conceptual tools based on a unified, precise and structured vocabulary for the description of games makes it difficult to understand precisely and to describe what is a pervasive game and to apprehend the possibilities offered by PGs. These observations lead us to exploit the tools and technologies of the semantic web (e.g. RDF - Resource Description Framework – to describe resources, and OWL - Web Ontology Language – to build ontologies, i.e. a precise, structured and shared vocabulary of a given domain) to create tools aimed at assisting the design of CPGs. To this end, we built the ARAI (ARAI Ressource d’Aide à l’Idéation) ontology, we then extended to a knowledge base by integrating instances from a previously built and analyzed corpus of CPGs.
130

Dynamic Composition and Management of Virtual Devices for Ad Hoc Multimedia Service Delivery

Karmouch, Eric January 2011 (has links)
Pervasive computing implies the invisibility of the technology involved in providing ubiquity, such that technology is integrated into the environment and non-intrusive. In such a manner, computing and networking resources become diffused into physical environments, enabling users to exploit their provided functionalities such that functionality is distributed, enabling it to be controlled, monitored, managed, and extended beyond what it was initially designed to do. Moreover, computer awareness moves towards user-centricity, whereby systems seamlessly adapt to the characteristics, preferences, and current situations of users and their respective surrounding environments. Users exploit such functionalities in the form of a virtual device, whereby a collection of heterogeneous devices in the vicinity of the user are behaving as one single homogeneous device for the benefit of the user in solving some given task. This dissertation investigates the problem of dynamic composition and management of virtual devices for ad hoc multimedia service delivery and proposes an autonomous policy driven framework for virtual device management. The framework consists of a hierarchical structure of distributed elements, including autonomic elements, all working towards the self-management of virtual devices. The research presented in this dissertation addresses the functionalities of these components. More specifically, contributions are made towards the autonomous management of virtual devices, moving away from infrastructure based schemes with heavy user involvement to decentralized and zero touch (i.e., no user involvement) solutions. In doing so, the components and methodology behind a policy-driven autonomous framework for the dynamic discovery, selection, and composition of multimodal multi-device services are presented. The framework operates in an ad hoc network setting and introduces a Service Overlay Network (SON) based definition of a virtual device. Furthermore, device and service discovery, composition, integration, and adaptation schemes are designed for Mobile Ad hoc Network Environments (MANETs) enabling users to generate, on-the-fly, complex strong specific systems, embedding in a distributed manner, QoS models providing compositions that form the best possible virtual device at the time of need. Experimental studies are presented to demonstrate the performance of the proposed schemes.

Page generated in 0.0517 seconds