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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.
141

Värdeskapande i sociala interaktioner : Ett innovativt synsätt på kundförståelse genom interaktion och engagemang

Grönlund, Sophie, Narvell, Jacob, Johansson, Amanda January 2015 (has links)
Frågeställning: Vilka nyckelaktiviteter använder sig företag av för att skapa värde tillsammansmed sina kunder i sociala interaktioner? Syfte: Studien syftar till att undersöka vilka aktiviteter respondentföretagen utför i sinvärdeskapande process tillsammans med sina kunder och användare i sociala interaktioner meddessa. Metod: En kvalitativ undersöknings design där semistrukturerade intervjuer utfördes medmålstyrt urval av 7 respondenter från olika företag i olika branscher. Slutsats: Studien visar att de företagen som undersökts ägnar sig åt olika typer avnyckelaktiviteter i den värdeskapande processen med kund i sociala interaktioner. Det finns vissanyckelaktiviteter som är gemensamma för de olika företagen och vissa används mer flitigt ellerframgångsrikt än andra. Oavsett vilka aktiviteter som utförs och oavsett företag så visar studienatt det finns en grundläggande process. Denna består av att företaget skickar ut någon form avoutput som når kunden och engagerar denna. Processen drivs av engagemang och företaget fåreller samlar input från kundernas engagemang. Denna input analyseras och återgår i företagetsom på så sätt kan förändra och förbättra sin output för att fortsätta engagera sina kunder isociala interaktioner. / Research-question: Which key activities do companies use to create value together with theircustomers through social interactions? Purpose: This study aims to investigate which activties the interviewed companies use in theirvalue-creation processes with their customers through social interactions. Method: The research question was examined by using a qualitative research design, throughsemi-structured interviews. A purposefull sample of eight respondents with different positions,from various companies operating in multiple fields. Conclusion: The study indicates that the interviewed companies use different kinds of keyactvities in their value-creation processes with their customers through social interactions. Someof the activities were shared in all of the companies, and some are more commonly used and hasproved to be more efficiant than others. Regardless of which activities were used by thecompanies, and regardless of which company, there was a similar process used by all companies:the company sends out output, this output reaches the customers and engages them. The processis driven by this engagement and through this engagement the company can gain information andknowledge, which they use to improve and make changes that are necessary to better match theircustomers’ needs and wishes. The improvements that are implemented by the companycontributes to the customers’ engagement and encourages them to continue with their socialinteractions with the company.
142

Bases neuronales des interactions sociales non-verbales : implication du système moteur & hyperscanning / Neural basis of non-verbal social interactions : implications of the motor system and hyperscanning

Ménoret, Mathilde 03 December 2013 (has links)
Cette thèse s'est intéressée à l'impact des interactions sociales sur l'acitivité motrice, à la fois au niveau comportempentale et cérébral et de caractériser cette modulation au cours d'actions simultanées et d'actions conjointes. Dans un premier temps, nous avons étudié les effets de l'observation d'une activation sur l'exécution motrice. En couplant analyse cinématique et enregistrement EEG, nous avons mis en évidence que l'activation du système des neurones miroirs facilitait l'action seulement lorsque les événements d'exécution et d'observation étaient temporellement coordonnées. Dans un deuxième temps, nous avons cherché à meiux caractériser l'influence du contexte interactif sur l'activité cérébrale de deux participants d'une interaction grâce à une étude en double-EEG et cinématique. Grâce à la comparaison des activités cérébrales motrices intra- et inter-individuelles chez deux participants qui effectuaient ou observaient des actions isolées ou des actions conjointes, nous avons pu mettre en évidence des modulations de l'activité motrice similaires chez les deux particiapnts ainsi que certaines modulations spécifiques à la fois du contexte social (humain vs robot) et du rôle dans l'interaction. L'analyse inter-individuelle a par ailleurs mis en évidence un couplage entre les aires visuelles et motrices des deux particiapnts pendant la condition d'action conjointe. L'ensemble des résultats suggère que le système moteur permet un couplage fin entre les participants d'une interaction, à la fois au travers d'un couplage temporel qui pourrait faciliter l'interaction et également au travers d'une boucle d'action-perception formant une représentation commune de l'action conjointe. / This research investigated the impact of social interaction on motor activity, both ona behavioural and cerebral level. More precisely, the aim of the thesis was to characterise this modulation during simultaneous actions, when two participants interact, jointly or not, and to determine its functions. First , we studied the effect of action observation on motor execution. Coupling kinematics analysis and EEG recording, we gave evidence that the temporal time course of motor system activation was crucial for motor interference. We found that motor performances were facilitated by the observation of an action, only when execution and observation events were temporally coordinated. Second, we sought to characterise the influence of an interactive context on brain activity of two interacting participants through the coupling of dual-EEG and kinematic recordings. Thanks to the comparison of intra- and inter-individual brain activity of two participants that observed or performed individual or joint actions, we were able to highlight modulations of cerebral motor activity common in both participants as well as modulations of brain activity specific to the social context (human vs robot) and the role in the interaction (actor vs observer). Moreover, the inter-individual analysis revealed a coupling between the two participants' visual and motor brain areas during the joint action condition. Taken toghther, these results suggest that the motor system allows a tight coupling between interacting participants, mediated by temporal coupling that could facilitate the interaction and through an action-perception loop forming a common motor representation of the joint action.
143

La plaza central de Huánuco Pampa: espacio y transformación

Morris, Craig, Covey, Alan 10 April 2018 (has links)
The Central Plaza of Huánuco Pampa: Space and TransformationInka urban planning provided the contexts in which social organization could be re-configured. The central plazas of Inka cities were spaces where various groups from the region could come together, celebrating their relationships of complementarity and opposition through dances, processions and ritual battles. The archaeological evidence suggests that the central plaza of Huanuco Pampa was a space used for feasting. Many of the buildings at the edge of the plaza were probably used by local peoples to prepare public events, while Inka administrators monitored the interactions between subject groups from the central platform (ushnu). The remains from a brief Spanish occupation of Huanuco Pampa reveal a different urban model. The Spaniards occupied the central plaza of the Inka city, utilizing the materials from nearby buildings to construct a new urban core based on European concepts. Studies demonstrate that the brief attempt to establish a Spanish Colonial city reformulated the previous Inka plan. Many factors contributed to the failure of the Colonial occupation. A major factor was the incompatibility of the Spanish urban plan with the Inka open plaza and the structures devoted to Andean patterns of interaction and reciprocity. / La planificación urbana inka proporcionó los medios para reconfigurar la organización social y política a nivel provincial. Las plazas centrales de las ciudades inka fueron espacios donde los diferentes grupos podían representar relaciones de complementariedad y de oposición mediante danzas, procesiones y batallas rituales. En la construcción de nuevas ciudades provinciales inka, como Huánuco Pampa, se crearon, bajo normas y supervisión estatales, espacios definidos para que los representantes del Tawantinsuyu pudieran intervenir con el fin de resolver rivalidades y reestructurar relaciones entre grupos locales. La evidencia arqueológica indica que la plaza central de Huánuco Pampa era un espacio en el que se realizaban actividades festivas. Probablemente, muchos de los edificios que delimitaban la plaza fueron utilizados por grupos locales para preparar ceremonias públicas, mientras que los administradores inka controlaban las interacciones entre grupos subordinados desde la plataforma central (ushnu). Los vestigios de la breve ocupación española de Huánuco Pampa revelan un modelo urbano diferente. Los españoles ocuparon la plaza central de la ciudad inka y utilizaron los materiales de los edificios cercanos para construir un nuevo centro urbano sobre la base de un modelo europeo. La evidencia de las excavaciones revela que hubo una breve tentativa de establecer el sistema colonial español y reformular el anterior sistema inka. Muchos factores contribuyeron al fracaso de esta ocupación, pero, sin duda, uno de ellos fue la incompatibilidad del plano urbano español con la plaza abierta inka y las estructuras destinadas a la interacción y reciprocidad andina.
144

Måltidsmiljöns betydelse för personer med demenssjukdom : På äldreboende

Rydén, Isabel, Rudäng, Anna January 2022 (has links)
Bakgrund: Många personer med demenssjukdom riskerar att bli undernärda när de kognitiva förmågorna minskar. Förmågan att äta påverkas av minne, förmågan att utföra viljemässiga rörelser, koncentrationssvårigheter och tugg- och sväljsvårigheter. Allt detta tillsammans med svårigheter att kommunicera gör att måltidssituationen blir en utmaning. Detta har stor påverkan på både hälsa och välbefinnande. Syfte: Syftet var att skapa en översikt över måltidsmiljöns betydelse för att främja hälsan hos personer med demenssjukdom på äldreboende. Metod: En allmän litteraturöversikt, där elva kvalitativa och kvantitativa artiklar har analyserats. Resultat: I resultatet framkom tre teman. Under atmosfärens betydelse hade hemkänsla och traditioner en betydande roll. Avslappnad atmosfär utan störande moment såsom ljud från diskning och hög ljudvolym bidrog till en bättre måltidssituation.Måltidpresentationens betydelse visade att utseende, konsistens och doft på maten är viktiga aspekter att ta hänsyn till för att öka matintaget. Social betydelse ökade förmågan att äta självständigt hos personer med demenssjukdom då gemenskapen vid matborden gjorde att de speglade varandra, dock kunde sociala interaktioner även bidra till oro och förvirring. Slutsats: Individuell anpassning vid måltidssituationen genom hemlik atmosfär och individuella hjälpmedel ökar självständigheten och hälsan hos personer med demenssjukdom. Vårdpersonalens medvetenhet kring måltidsmiljöns betydelse för hälsan hos personer med demenssjukdom är betydelsefull. / Background: Many people with dementia have a risk becoming malnourished when their cognitive abilities decrease. The ability to eat is affected by memory, the ability to perform voluntary movements, concentrationdifficulties and chewing- and swallowingdifficulties. All this, together with difficulties in communicating, makes the mealsituation a challenge. This has a major impact on both health and well-being. Aim: The aim was to create an overview of the importance of the mealenvironment in promoting the health of people with dementia in nursing homes. Method: A general literature review, in which eleven qualitative and quantitative articles have been analyzed. Results: The results revealed three themes. Under the importance of the atmosphere, feeling at home and traditions played a significant role. Relaxed atmosphere without disturbing elements such as noise from washing dishes and high soundvolume contributed to a better mealsituation. The importance of the mealpresentation showed that the appearance, texture and aroma of the food are important aspects to take into account in order to increase foodintake. Social significance increased the ability to eat independently among people with dementia as the fellowship at the dining tables made them reflect each other, but social interactions could also contribute to anxiety and confusion. Conclusion: Individual adaptation to the mealsituation through a homely atmosphere and individual aids increases the independence and health of people with dementia. The carestaff's awareness of the importance of the mealenvironment for the health of people with dementia is significant.
145

Hur kan digitala resurser stärka undervisningen vid distansutbildning i biologi?

Berntsson, Lisa January 2020 (has links)
Today more and more courses at both universities and at the municipal adult educations (Komvux) are given as distance courses. Therefore, the need for good digital resources is ever growing, to provide the same standard of education at the distance courses as it is on the regular courses. The following study is an investigation of some of the digital resources available for both aid in information intake and subject understanding, and also on the resources available for social interactions with other students as well as teachers during the courses. The study is conducted as a systematic literature study with a thematic analysis. The resources studied are LMS, virtual classrooms, the flipped classroom model and digital textbooks and libraries. Also, the importance of adaptive digital resources as well as how digital resources are best implemented are studied. Conclusions made shows that much can be improved in the distance courses and that a combination of flipped classroom presentations together with a program for social interactions (such as Edmodo) could be a better solution. For the parts of the courses in Biology where a more in depth understanding of processes is necessary, special model building programs would be favorable. Since the possibilities for individual adaptions is very limited in distance courses it would also be advantageous with adaptive digital resources, to increase the possibilities for a student to pass the course.
146

Social Proximity Indicator Application Enhancing Personalization for the User : A User Centric Multimodal Smartphone based Social Proximity Indicator

Mitthalal, Dipesh Dugar January 2014 (has links)
The smartphone has become an important part of our daily life. It takes advantage of multiple built-in sensors, along with internet connectivity, to provide a variety of services including navigation, weather forecasts, media capturing/sharing, and many more. The smartphone has become a hub for our social interactions, ranging from traditional voice communications through messaging, to online social networking. There are endless possibilities for a new generation of applications that automatically adapts according to users’ social affinities. The key enabler is to understand the social profile of the user and to realize a Social Proximity Indicator (SPI). This indicator of a user’s social profile includes the user’s location, preferences, common friends, frequent interactions among friends, community membership, and many more attributes. This project addresses the exploitation of the user’s smartphone as a detector of these user’s social contexts in order to infer the social proximity between any 2 (or more) people. The goal of this social proximity indicator is to identify the (current) set of smartphone users that would want to participate in an application specific activity, such as media sharing, group conversation, etc. SPI identifies users based on their social interactions and common preferences. Based on this SPI, a photo sharing application is proposed and built for the Android smartphone platform. This application uses multiple physical and virtual sensors (hosted by the user’s smartphone) to determine the context of the user. After inferring this context, the application initiates photo sharing among an identified group sharing this context. The application, as well as the underlying code, theoretical concepts, and results are presented in this thesis. The experiments conducted during this thesis project indicate that it is feasible to build smartphone based social proximity based applications in which proximity incorporates much more than simply physical location, thus going beyond existing applications. / Smartphone har blivit en viktig del av vårt dagliga liv, som drar nytta av de många inbyggda sensorer, inklusive Internet-anslutning, för att ge en mängd olika tjänster. Däribland navigation, väderprognoser, media fånga/delning, och många fler tjänster. Smartphone har blivit kärnan i våra sociala interaktioner. Den erbjuder allt från traditionella röst kommunikation via meddelanden, till sociala nätverk. Det finns oändliga möjligheter för nästa generationens program som kommer att automatiskt anpassar sig till användarnas sociala tillhörighet. Den viktigaste faktorn är att förstå den sociala profilen av användaren genom att använda ett Socialt Proximity Indikator (SPI). Denna indikator på social profil innehåller användarens läge, inställningar, gemensamma vänner, täta samspel mellan vänner, gemenskap medlemskap, och många fler attribut . Detta projekt behandlar utnyttjandet av användarens smartphone som en detektor av användarens sociala sammanhang för att ansluta sig till social närhet mellan några två (eller fler) personer. Målet med denna indikator är att identifiera den (nuvarande) uppsättning av smartphone-användare som skulle vilja delta i någon applikation specifik aktivitet, till exempel mediedelning, gruppsamtal, etc. SPI identifiera användare baserat på deras sociala interaktioner och gemensamma preferenser. En fotodelnings applikation har föreslagits och byggd för Android smartphone -plattformen, baserad på data från SPI. Denna applikation använder flera fysiska och virtuella sensorer (genom användarens smartphone) för att bestämma ramen för användaren. Efter en analys kommer programmet att initiera fotodelning mellan den identifierade gruppen som hittades i analysen. Applikationen, liksom den underliggande koden ,teoretiska begrepp, och resultaten kommer att presenteras i denna uppsats. Experimenten som genomfördes under detta examensarbete tyder på att det är möjligt att bygga smartphone baserad på SPI där närhet innehåller mycket mer än bara fysisk plats. Det gör applikationen unik än de befintliga applikationer.
147

Nodes 2.0 : Enabling informal meeting situations in a contemporary office environment

Källström, Malin January 2023 (has links)
The contemporary office environment is facing new type of challanges both when it comes to be an attractive place for employees and an efficiant, as well as an econommic sustainable space from an employer's perspective. The rapid change of of hybrid ways of working is creating more remote contact with with the physical office. Research points out that there could be social consequences connected to this. This thesis sees the contemporary office as a potential space for enabling contacts between people, normaly not meeting, being in their personal sphere.  The thesis introduces findings connected to research in the field of spatial and urban design as well as architecture, developing a spatial guideline, in how to enable those situations in an office environment.  With help of literature as well as expertise in the field, and an observation of an activity-based office environment different themes is deceted and presented. The outcome of used methods is captured with analyses connected to the connected themes.  Concrete examples in how to enable social contact situations and support informal meetings is visualized in a spatial guideline.
148

How Brazilians Used Media to Cope with the Issues Brought by the COVID-19 Pandemic

Campos, Vivian de Melo 21 April 2022 (has links) (PDF)
Due to the COVID-19 pandemic, the world faced lockdown and quarantine restrictions that encouraged or forced people to stay home. Along with the rest of the world, Brazil faced many difficulties during this period and it became one of the countries that lost more lives due to the Coronavirus infection worldwide. This study focuses on showing how people in Brazil coped with the challenges brought by the pandemic. It also focuses on showing if and how participants used media as a coping mechanism. The research was done through qualitative methods with semi-structured interviews with 25 adults who were living in Brazil during the pandemic and the lockdown restrictions. This study shows that participants did use media as a coping mechanism and even though they have encountered negative consequences, they have also faced and mentioned several positive effects during this period. Participants mentioned other coping mechanisms that made a difference for them during the darkest moments in the pandemic like, having interpersonal communication with family and friends, religion, gaming, and others.
149

Second Graders' Solution Strategies and Understanding of a Combination Problem

Hessing, Tiffany Marie 18 July 2006 (has links) (PDF)
I inquire about second graders' capabilities of developing solution strategies and the original variety of strategies they bring forth while solving a combination problem. Based on analysis of the data presented in this paper, students developed five different general strategies. After analyzing what the second grade students were capable of developing, we can conclude that young children are capable of developing powerful systematic strategies grounded in their personal experiences. This research shows that even when the teacher does not foster personal agency, children will still exercise agency. The social interactions in the classroom helped students learn to propose mathematical ideas, make conjectures, evaluate their own and others' thinking, and develop mathematical reasoning skills.
150

[en] JUST FIVE MINUTES MORE, DAD!: SOCIAL INTERACTIONS IN DIGITAL GAMES ENVIRONMENTS / [pt] SÓ MAIS 5 MINUTOS, PAI!: INTERAÇÃO SOCIAL EM AMBIENTES DE JOGOS DIGITAIS

WAGNER DA SILVEIRA BEZERRA 01 July 2021 (has links)
[pt] O principal objetivo desta tese é compreender a produção de sentidos realizada por um grupo de adolescentes que gostam de jogar videogames, a partir das interações sociais ocorrentes através destes jogos online e off-line, individuais e coletivos. O problema de pesquisa foi delineado com vistas à exploração de aspectos da cultura que permeiam o uso dos videogames e da ação própria das tecnologias, que enfatizam ou negligenciam certos valores e princípios a partir de ambientes que transformam e são transformados pelos/as seus/suas usuários/as. O quadro teórico utilizado constitui-se pelas perspectivas teórico-metodológicas da Ecologia das Mídias e dos Game Studies, tematizadas em posição dialógica aos Estudos das Mídias na perspectiva da Educomunicação e da Alfabetização Midiática Informacional (AMI). A partir de pesquisa qualitativa, a coleta de dados foi realizada em 2020, utilizando a técnica de grupos focais, em ambiente escolar, com participantes na faixa etária de 12 a 18 anos, estudantes de escola pública no Rio de Janeiro. As categorias de análise emergiram dos relatos dos sujeitos participantes, a partir da observação de padrões resultantes da sistematização das recorrências encontradas. Os dados permitiram a estipulação de quatro categorias analíticas relacionadas à interação social, infraestrutura tecnológica, família, identidades culturais, gênero e representação, a saber: Jogar o jogo: tecnologia e diversão; Interações sociais: vivendo e aprendendo a jogar; Gamer: ser ou não ser; e Avatares: representação e gênero. / [en] The main purpose of this thesis is to understand the production of meanings carried out by a group of teenagers who like to play video games, about the social interactions that occur through these online and offline games, individual and collective. The research problem was delineated to explore the aspects of culture that permeate the use of video games and the proper action of technologies, which emphasize or neglect certain values and principles from environments that transform and are transformed by its users. The theoretical framework used is constituted by the theoretical-methodological perspectives of Media Ecology and Game Studies, which are discussed in a dialogical position with Media Studies from the perspective of Educommunication and Media and Information Literacy (MIL). Based on qualitative research, data collection was carried out in 2020, using the focus groups technique in a school environment with students from public schools in Rio de Janeiro aged 12 to 18 years. The analysis categories emerged from the reports of the participating subjects, based on the observation of patterns resulting from the systematization of the recurrences found. The data allowed the stipulation of four analytical categories related to social interaction, technological infrastructure, family, cultural identities, gender and representation, namely: Playing the game: technology and fun; Social interactions: living and learning to play; Gamer: to be or not to be; and Avatars: representation and gender.

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