• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 12
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 14
  • 7
  • 4
  • 4
  • 4
  • 4
  • 4
  • 4
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 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.
11

Computational Explorations of Creativity and Innovation in Design

Sosa Medina, Ricardo January 2005 (has links)
This thesis addresses creativity in design as a property of systems rather than an attribute of isolated individuals. It focuses on the dynamics between generative and evaluative or ascriptive processes. This is in distinction to conventional approaches to the study of creativity which tend to concentrate on the isolated characteristics of person, process and product. Whilst previous research has advanced insights on potentially creative behaviour and on the general dynamics of innovation in groups, little is known about their interaction. A systems view of creativity in design is adopted in our work to broaden the focus of inquiry to incorporate the link between individual and collective change. The work presented in this thesis investigates the relation between creativity and innovation in computational models of design as a social construct. The aim is to define and implement in computer simulations the different actors and components of a system and the rules that may determine their behaviour and interaction. This allows the systematic study of their likely characteristics and effects when the system is run over simulated time. By manipulating the experimental variables of the system at initial time the experimenter is able to extract patterns from the observed results over time and build an understanding of the different types of determinants of creative design. The experiments and findings presented in this thesis relate to artificial societies composed by software agents and the social structures that emerge from their interaction. Inasmuch as these systems aim to capture some aspects of design activity, understanding them is likely to contribute to the understanding of the target system. The first part of this thesis formulates a series of initial computational explorations on cellular automata of social influence and change agency. This simple modelling framework illustrates a number of factors that facilitate change. The potential for a designer to trigger cycles of collective change is demonstrated to depend on the combination of individual and external or situational characteristics. A more comprehensive simulation framework is then introduced to explore the link between designers and their societies based on a systems model of creativity that includes social and epistemological components. In this framework a number of independent variables are set for experimentation including characteristics of individuals, fields, and domains. The effects of these individual and situational parameters are observed in experimental settings. Aspects of relevance in the definition of creativity included in these studies comprise the role of opinion leaders as gatekeepers of the domain, the effects of social organisation, the consequences of public and private access to domain knowledge by designers, and the relation between imitative behaviour and innovation. A number of factors in a social system are identified that contribute to the emergence of phenomena that are normally associated to creativity and innovation in design. At the individual level the role of differences of abilities, persistence, opportunities, imitative behaviour, peer influence, and design strategies are discussed. At the field level determinants under inspection include group structure, social mobility and organisation, emergence of opinion leaders, established rules and norms, and distribution of adoption and quality assessments. Lastly, domain aspects that influence the interaction between designers and their social groups include the generation and access to knowledge, activities of gatekeeping, domain size and distribution, and artefact structure and representation. These insights are discussed in view of current findings and relevant modelling approaches in the literature. Whilst a number of assumptions and results are validated, others contribute to ongoing debates and suggest specific mechanisms and parameters for future experimentation. The thesis concludes by characterising this approach to the study of creativity in design as an alternative �in silico� method of inquiry that enables simulation with phenomena not amenable to direct manipulation. Lines of development for future work are advanced which promise to contribute to the experimental study of the social dimensions of design.
12

Computational Explorations of Creativity and Innovation in Design

Sosa Medina, Ricardo January 2005 (has links)
This thesis addresses creativity in design as a property of systems rather than an attribute of isolated individuals. It focuses on the dynamics between generative and evaluative or ascriptive processes. This is in distinction to conventional approaches to the study of creativity which tend to concentrate on the isolated characteristics of person, process and product. Whilst previous research has advanced insights on potentially creative behaviour and on the general dynamics of innovation in groups, little is known about their interaction. A systems view of creativity in design is adopted in our work to broaden the focus of inquiry to incorporate the link between individual and collective change. The work presented in this thesis investigates the relation between creativity and innovation in computational models of design as a social construct. The aim is to define and implement in computer simulations the different actors and components of a system and the rules that may determine their behaviour and interaction. This allows the systematic study of their likely characteristics and effects when the system is run over simulated time. By manipulating the experimental variables of the system at initial time the experimenter is able to extract patterns from the observed results over time and build an understanding of the different types of determinants of creative design. The experiments and findings presented in this thesis relate to artificial societies composed by software agents and the social structures that emerge from their interaction. Inasmuch as these systems aim to capture some aspects of design activity, understanding them is likely to contribute to the understanding of the target system. The first part of this thesis formulates a series of initial computational explorations on cellular automata of social influence and change agency. This simple modelling framework illustrates a number of factors that facilitate change. The potential for a designer to trigger cycles of collective change is demonstrated to depend on the combination of individual and external or situational characteristics. A more comprehensive simulation framework is then introduced to explore the link between designers and their societies based on a systems model of creativity that includes social and epistemological components. In this framework a number of independent variables are set for experimentation including characteristics of individuals, fields, and domains. The effects of these individual and situational parameters are observed in experimental settings. Aspects of relevance in the definition of creativity included in these studies comprise the role of opinion leaders as gatekeepers of the domain, the effects of social organisation, the consequences of public and private access to domain knowledge by designers, and the relation between imitative behaviour and innovation. A number of factors in a social system are identified that contribute to the emergence of phenomena that are normally associated to creativity and innovation in design. At the individual level the role of differences of abilities, persistence, opportunities, imitative behaviour, peer influence, and design strategies are discussed. At the field level determinants under inspection include group structure, social mobility and organisation, emergence of opinion leaders, established rules and norms, and distribution of adoption and quality assessments. Lastly, domain aspects that influence the interaction between designers and their social groups include the generation and access to knowledge, activities of gatekeeping, domain size and distribution, and artefact structure and representation. These insights are discussed in view of current findings and relevant modelling approaches in the literature. Whilst a number of assumptions and results are validated, others contribute to ongoing debates and suggest specific mechanisms and parameters for future experimentation. The thesis concludes by characterising this approach to the study of creativity in design as an alternative �in silico� method of inquiry that enables simulation with phenomena not amenable to direct manipulation. Lines of development for future work are advanced which promise to contribute to the experimental study of the social dimensions of design.
13

鄉村型態安寧照顧者之照顧處境探究:以「居家」為視域 / Exploring the caring situatedness of family members as caregivers of terminal patients in home-based palliative care model : From the perspective of “Homelikeness”

王雅婷, Wang, Ya Ting Unknown Date (has links)
社區安寧療護的推展以「居家存有」為中心,以身心整體照顧為導向的醫療,與全然「醫療權力」視角不同。本研究嘗試探討家屬照顧者於居家安寧照顧處境下的經驗,嘗試以「倫理關係」思考居家型的照顧內涵。 本研究透過田野參與觀察及深度訪談法,以北部某醫療院所提供之社區安寧療護服務區域為田野,訪談接受社區安寧照護之五位家屬主要照顧者。資料分析依現象學心理學分析方法(李維倫、賴憶嫺,2009)。而後,邀請兩名受訪者,對資料的組織脈絡描述及其所驅動的主題置身結構,予以交叉討論與分享,提昇質性研究可靠度的品質。 研究結果發現,鄉村型態安寧照顧者的置身經驗中,呈現出一種「鄉村型態的寓居」混合狀態,既安居又陌生的處境。一方面,參與者經驗到的棲居地域,並不侷限於家屋建築或特定地域,更是對地方的認同與情感的依附,從而開展自我「寓居於世」的「照顧者棲居」樣態;另一方面,照顧事件的衝擊,為照顧者帶來一種既熟悉又陌生的詭譎「無居家感」(uncanny)狀態。然而,如此看似矛盾處境,反使其於居家照顧處境之倫理凝視中,啟動反身窺探自我生命,以及於居家照顧處境中與他者間關係的梳理,進一步帶出「居家照顧作為一倫理行動」,進而深刻化「照顧自己/關切他人」的倫理意涵。 由此發現,鄉村型態居家照顧經驗之置身結構,可為與其相似處境之居家照顧者提供置身經驗之參考,並據以推動社區安寧方案的規劃。 / The goal of the home-based palliative care model is to facilitate the patients and their family to feel “being at home.” Differ from the perspective of the “power domination in medical regime,” the home-based palliative care model focuses on the ethical relationship besides the bio-psycho-social care aspects. This study aims to understand the caring situatedness of family members as caregivers in home-based palliative care model, and try to disclose the sense of homelikeness through the caring relationship. We applied the participatory observation and depth interview to collect data. Five family caregivers who agreed the informed consent were recruited from home-based palliative care service in northern Taiwan and were interviewed twice. Interviews were recorded, transcribed, and analyzed by a phenomenological psychology method. The results revealed that there is ambivalent caring experience towards “dwelling in the community-home”. The experiences they felt seemed both strange and familiar. On the one hand, the caregivers’ dwelling pattern of being-in-the-world was constructed from the perspective of human-environment comfortable relationship (sense of feeling at home); on the other hand, they are bothered and struck by the caring problem, they faced the new challenges and thrown into the situation of “uncanny.” It is an unhomelike being-in-the-world in which Da-sein takes on alien and uncanny qualities. However, the two caring modes manifested the meaning of existentiality. Immersed in this situation, caring is not only the labor work, it is also the ethical act to respond the worrisome emotion and regain the relationships with others during the caring experiences. Ethical caring is the cornerstone of relational understanding towards the human subjectivity rather than the medical positivism. By elaborating the situatedness of home-based palliative care model, further planning of the community-based palliative care model in similar situation may base on this study outcome implication.
14

Možnosti deixe jako interpretačního principu: česky a německy mediovaný prostor / The Possibilities of Deixis as a Principle of Interpretation: Mediation in Czech and German Public Space

Samek, Tomáš January 2015 (has links)
Univerzita Karlova v Praze Filozofická fakulta Ústav etnologie Historické vědy - etnologie Tomáš Samek Možnosti deixe jako interpretačního principu: česky a německy mediovaný prostor The Possibilities of Deixis as a Principle of Interpretation: Mediation in Czech and German Public Space Abstrakt dizertační práce (anglicky) Vedoucí práce: Doc. PhDr. František Vrhel, CSc. 2015 Key Words and Abstract Key words: deixis; deictic perspective; linguistic categories; descriptive metalanguage; public space; social interaction; interpretive approach; mediated communication; mass media; ideologies; social identity; origo; situatedness; phatic function; Czech; German. Abstract: This thesis examines whether, and to what extent, deixis can be conceptualized as an interpretive principle of social interactions and communication. It addresses the question on both theoretical and empirical levels, analyzing samples of direct and mediated communication in Czech and German public space. In order to capture deictic phenomena by an adequate conceptual framework, I take some binary dichotomies of the descriptive metalanguage of linguistics and reconceptualize them as continuous scales. Using these scales, I explore the notional borders of the term "deixis." I further identify protosymbolic potential in deictic expressions as...

Page generated in 0.0638 seconds