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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.
1

Design is fun: Promoting play in design process

Bayram, Merve 28 September 2010 (has links)
No description available.
2

Urban in-betweeness: an alternative learning experience for children.

January 2004 (has links)
Chan Yiu Wah Eva. / "Architecture Department, Chinese University of Hong Kong, Master of Architecture Programme 2003-2004, design report." / Includes bibliographical references.
3

The Social Network of Changing Your Mind :

Agadagba, Efeoghene January 2016 (has links)
We  are increasingly turn to social media for our news consumption two related media phenomenon that influence media consumption are the “Echo chamber” and “Filter Bubble”. Echo chamber this the phenomenon that we tend to have conversation only with those that has the same likeminded as we do while Filter bubble is created by Social media and information retrieval technology that tends to priorities showing us things it already know we like. The aim of this thesis is to suggest design solution for social media that may counter the effect of “Echo chamber” and “Filter Bubble”. The precise method used on this thesis is play centric design method and both intermediate and final evaluations were done through qualitative evaluation. At the end a design solution of Viewlette game were presented. It can be concluded that the suggested design solution may have the tendency to counter the effect of Filter bubble and Echo chamber on social networking site by enabling people that has conflicting points of view to still listen to each other and understand an argument from different perspective. / Som vi i allt högre grad vänder  oss till sociala medier för vår nyhetskonsumtion, två besläktade medier fenomen som påverkar mediekonsumtion är "Ekokammare" och "Filter Bubble". Ekokammare är fenomen där vi tenderar att ha samtal endast med dem som har samma intresse som vi själva, medan Filter bubbla skapas av sociala medier och informationssöknings teknik som tenderar att prioriteringar och visar oss saker man redan vet att vi gillar. Syftet med denna avhandling är att föreslå konstruktionslösningen för sociala medier som kan motverka effekten av "Echo kammare" och "Filter Bubble". Den exakta metod som används på denna avhandling är att spela centrerade designmetod och både den mellanliggande och slutliga utvärderingen som görs genom kvalitativ bedömning. I slutet presenterades en designlösning av ”Viewlette”- spelet. Man kan dra slutsatsen att den föreslagna designlösningen kan ha en tendens att motverka effekten av “Filter bubble” och “Echo chamber” på nätgemenskap, genom att människor som har motstridiga synpunkter fortfarande lyssna på varandra och förstå ett argument från olika perspektiv.
4

The development and use of non-screen based interactive textile objects for family communication

McNicoll, Joanne January 2018 (has links)
In this modern landscape where families are spending increasing time living separately, due to parental separation, work travel, and illness, current communication technologies do not fully support the needs of intimate family communication in families with young children, aged two to nine. Prolonged separation, without intimate communication, can damage parent and child relationships, impacting on intimacy, bonding, and a child’s mental health and wellbeing. Care and play activities are the main methods used to build bonds between parent and child. These are hard to replicate with ubiquitous communication technologies when families are separated. Ubiquitous technology, such as the telephone, is easy to use but does not offer engaging ways for a child to interact. Skype (video call), has a higher potential for engagement due to its multimodal nature (audio and visual), therefore is more emotionally expressive. However, to ‘Skype’ someone, a child requires adult support, as the technology is more complex to use than that of a telephone. Thus, neither the telephone or Skype fully meet family needs for communication. Parental-child separation was looked at within parental separation, work travel and illness, to explain how intimacy can be achieved through technology mediated communication systems. Following a Participatory Action Research methodology, utilising methods such as co-design, co-creation, and participatory design, the research discusses five small-scale studies as well as the Trace project, which was the main study of this research. This research addresses communication issues between families through textile-based communication systems which enable intimacy and bonding. It highlights the importance of intimate communications and offers a list of preferred modes of communication for scattered families (multimodal disparate objects that allow for synchronous or asynchronous communications with either the same modes or different modes of input and output). It also outlines key methods for designing new technologies suitable for use in family research (inclusive methods such as co-design, co-creation and participatory design). A better understanding of the participant families’ emotional needs was achieved, by allowing them to become active participants at every stage of the design process (planning, acting, observing, and reflecting), thus producing considerate technologies for remote family communications.
5

SENSITIV : Designing for Interactive Dance and the Experience of Control

Svenns, Thelma January 2020 (has links)
In the last decade, many studies and performances within the field of interactive dance have been made. Interactive dance means involving technology into the dance, which opens opportunities to execute a dance in another way than used to. The studies in the past have often involved manipulation of music, but not many studies seem to involve manipulating real-time music produced by a live musician. Hence, this study consisted of a musician and a dancer investigating in the co-play between the two artists through sensory technology in a project called SENSITIV. More specifically, the investigation focused on the input design, i.e. the placement and processing of the motion sensors, for an interactive system, and how the involvement of the sensory technology affects the dance. Inertia-based motion sensors were worn by the dancer, by which the real-time sound produced by the musician was manipulated through the movements of the dancer. This created in turn an interaction within the intermediate connection, where the dancer came to act as a co-musician. Two studies were conducted, where in the first study a prototype was developed and designed in a first-person perspective, and the second study tested the developed prototype on a larger group of dancers. The results showed that placement on the outer parts, such as wrist and ankles, were the most suitable. It was further found that for reaching a positive experience, in terms of feeling in control with dancing with sensors involved, it requires some time as having an understanding and knowledge of the system is needed. / Under det senaste årtiondet har många studier och projekt gjorts inom interaktiv dans. Interaktiv dans betyder att involvera teknik till dansen, vilket öppnar upp många möjligheter till att utföra dans på annat sätt än vad man vanligtvis är van vid. Många av dessa studier har ofta involverat manipulation av musik men få verkar ha involverat realtidsmusik producerat av en live-musiker. Därför har denna studie utförts tillsammans med en musiker och dansare för att undersöka samspelet mellan dessa två parter genom sensorteknik i ett utformat projekt kallat för SENSITIV. Mer specifikt så har undersökningen haft fokus på input-designen, dvs. placeringen och bearbetningen av sensorerna, för ett interaktivt system, samt hur involveringen av sensorteknik påverkar dansen. Rörelsesensorer var burna av dansaren som på så vis kunde genom sina rörelser manipulera realtidsmusiken som var producerad av musikern. Detta skapade i sin tur en interaktion i den mellanliggande förbindelsen, där dansaren kom att agera som en medmusiker. Två studier var uppförda där den första hade fokus på att utforma och utveckla en prototyp ur ett förstapersonsperspektiv, medan den andra studien hade fokus på att testa prototypen på en större grupp av dansare. Resultaten visade att placering av sensorer på de yttre kroppsdelarna, så som armar och ben, var mest lämpligt. För att nå en positiv upplevelse i termer av att känna kontroll med att dansa med sensorer, visade det sig att denna prototyp krävde mer tid att bli utforskad då en förståelse och kunskap av systemet behövdes.

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