• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 809
  • 306
  • 132
  • 39
  • 36
  • 32
  • 22
  • 15
  • 13
  • 12
  • 7
  • 4
  • 4
  • 4
  • 4
  • Tagged with
  • 1700
  • 251
  • 217
  • 213
  • 211
  • 189
  • 181
  • 166
  • 143
  • 126
  • 120
  • 95
  • 92
  • 90
  • 86
  • 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.
351

Exploratory Data Analysis using Clusters and Stories

Hossain, Mahmud Shahriar 25 July 2012 (has links)
Exploratory data analysis aims to study datasets through the use of iterative, investigative, and visual analytic algorithms. Due to the difficulty in managing and accessing the growing volume of unstructured data, exploratory analysis of datasets has become harder than ever and an interest to data mining researchers. In this dissertation, we study new algorithms for exploratory analysis of data collections using clusters and stories. Clustering brings together similar entities whereas stories connect dissimilar objects. The former helps organize datasets into regions of interest, and the latter explores latent information by connecting the dots between disjoint instances. This dissertation specifically focuses on five different research aspects to demonstrate the applicability and usefulness of clusters and stories as exploratory data analysis tools. In the area of clustering, we investigate whether clustering algorithms can be automatically "alternatized" and how they can be guided to obtain alternative results using flexible constraints as "scatter-gather" operations. We demonstrate the application of these ideas in many application domains, including studying the bat biosonar system and designing sustainable products. In the area of storytelling, we develop algorithms that can generate stories using distance, clique, and syntactic constraints. We explore the use of storytelling for studying document collections in the biomedical literature and intelligence analysis domain. / Ph. D.
352

Investigating Interactivity and Storytelling in Immersive Virtual Reality for Science Education

Zhang, Lei 19 January 2022 (has links)
Immersive and interactive storytelling in virtual reality (VR) is an emerging creative practice that has been thriving in recent years. Educational applications using immersive VR storytelling to explain complex science concepts have very promising pedagogical benefits because on the one hand, storytelling breaks down the complexity of science concepts by bridging them to people's everyday experiences and familiar cognitive models, and on the other hand, the learning process is further reinforced through rich interactivity afforded by the VR experiences. However, it is unclear how different amounts of storytelling and interactivity in an interactive VR storytelling experience may affect learning outcomes due to a paucity of literature on educational VR storytelling research. This dissertation aims to add to the literature through an exploration of interactivity and essential storytelling elements in educational VR storytelling experiences and their impact on learning. We designed a working prototype of interactive and immersive VR storytelling experience, Immunology VR, that focuses on the learning of specific immunology concepts: neutrophil transmigration and killing mechanisms. Based on the initial prototype, we further developed six variations that allowed us to conduct two major experiments below. Our first experiment explored designs of three different levels of interactivity, low, medium, and high, in the VR storytelling experiences and their effects on immunology learning. We found subjective evidence to support our research hypothesis that increased level of interactivity will lead to increased engagement in VR learning. Our finding suggests that interactivity is a key design element in VR learning design for effective learning and should be considered in all VR learning applications. Our second experiment focused on the designs of the level of storytelling richness and their effects on learning. Specifically, we designed three storytelling conditions, minimal storytelling, basic storytelling, and advanced storytelling, and investigated how each of them affected immunology learning. Subjective evidence from our user interview data suggested that participants from higher levels of storytelling conditions were more likely to perceive storytelling elements as the most useful features in the VR experience that helped with their learning. It is also suggested that higher levels of richness in essential storytelling elements may trigger certain emotions and empathy in more users and positively affect their learning. / Doctor of Philosophy / Immersive and interactive storytelling in virtual reality (VR) is an emerging creative practice that has been thriving in recent years. Educational applications using immersive VR storytelling to explain complex science concepts have very promising pedagogical benefits because on the one hand, storytelling breaks down the complexity of science concepts by bridging them to people's everyday experiences and familiar cognitive models, and on the other hand, the learning process is further reinforced through rich interactivity provided by the VR experiences. However, it is unclear how different amounts of storytelling and interactivity setup in an interactive VR storytelling experience may affect learning outcomes due to a paucity of literature on educational VR storytelling research. In this dissertation, we explored interactivity and essential storytelling elements in educational VR storytelling experiences and their impact on learning.
353

A Journey through a Story : Remembering to be a child again with The Little Prince

Chandrasekhar, Harini 28 October 2020 (has links)
myth (n.) A traditional story which embodies a belief regarding some fact or phenomenon of experience, and in which often the forces of nature and of the soul are personified; a sacred narrative regarding a god, a hero, the origin of the world or of a people.2 A parable; An allegory. From the French word mythe (1818) and directly from Modern Latin mythus, which originated from ancient Greek mŷthos : "speech, thought, discourse, word, humour, conversation, story, saga, tale, anything delivered by word of mouth". Attested in English since 1830. Ever since I was a child, I have been fascinated with the fictional world of stories and the act of of storytelling. Always wide-eyed and excited, I remember the countless times that I have lost myself in the mythical worlds in stories. It is moments of sadness or of anxiety, but also of wonder, of ecstasy even, the experience of the beautiful under one or the other of its innumerable forms, the joy of love, of discovery, of happiness in that sense, that are most likely to remind us of our humanity. Hence, when I started my thesis about wanting to explore the design of a built space through the context of storytelling, I was confused. There were these three questions that hounded me at every turn : 1. What is a "place for storytelling"? Does the act of storytelling really exist within the confines of a particular "place"? 2. And if yes, do stories emerge from places? Or do places emerge from stories? What is the nature of the relationship between both? 3. And if places truly are born out of stories, is it possible to craft a journey through a built space akin to our journey through the mythical worlds of a storyteller? / Master of Architecture / What is a "place for storytelling"? Do stories emerge out of built spaces? Or do built spaces emerge out of stories? I had questions on the relevance of architecture in something as raw and primal as the act of storytelling. But what I did not anticipate was that, of all the many different things that I was exploring, the path that I was to actually take would lie in a children's book that I had never heard about before. It was pure serendipity that I chanced upon it, and later it changed my whole thesis in ways that I could not imagine. I realized that I needed not to find "answers" to questions; but rather enjoy this beautiful journey that I was on. The magic of storytelling cannot be shut within walls, but needs to grow outwards. Storytelling is as much about excitement as it is about contemplation. It is about remembering the child within us, and about taking a moment to stop and watch sunsets. It is about rituals and thresholds and gazing at stars. It is about shattering the layers and layers of "grown-up" ideas that we tightly wrap ourselves with. It was when I stopped looking for answers, that I could truly understand what is the nature of the built space that I was dreaming of. Rather than being a single elusive construct - it was an eclectic mix of many different experiences tied together into a journey, guided by a little boy with golden hair.
354

Storytelling in organisations: supporting or subverting corporate strategy?

Spear, S., Roper, Stuart 2016 May 1929 (has links)
Yes / Purpose: Storytelling is claimed to be an effective way of communicating corporate strategy within organisations. However, previous studies have tended to focus holistically on storytelling in organisations rather than investigating how different groups may use and be influenced by stories. This paper addresses these gaps in the literature by investigating how storytelling in internal communication can either support or subvert corporate strategy. Design/methodology/approach: A qualitative study was conducted into storytelling in two large companies in the UK energy industry. Data was collected through 70 semi-structured interviews, documentary research, and observation research. Impression management theory was used to analyse how stories supported or subverted corporate strategy. Findings: Storytelling by employees in the corporate and customer service areas of the organisations showed the greatest support for corporate strategy. There was more subversive storytelling in the operational areas, particularly by lower level employees. Stories subverted corporate strategy by recounting incidents and encouraging behaviour that contradicted the organisation’s vision/goals and values. Originality/value: The study shows the important contribution of employees to the collective sensemaking process in organisations, by narrating supportive or subversive stories. Engaging employees in storytelling can enhance support for corporate strategy, however managers should also see subversive stories as an opportunity to identify and address problems in the organisation.
355

Speaking Through Architecture: The Sound and the Structure of the Story Made Material

Barrett, Elizabeth 29 September 2009 (has links)
This is an architectural thesis for the creation of stories. Through the collection of memories and ideas, stories are discovered and then assembled to form objects of intent. The proposed design is also a hybrid - a hybrid of spaces, both formal and mundane, structured to form a unique body that is an extension of city from which it originated. The architectural project, located at the Dupont Circle North Metro exit in Washington, DC, houses performance, teaching and office space for the Speakeasy DC organization. The collection of spaces delineated in this design was inspired by characteristics of storytelling, structure and sound, and by the specific nature of the site. These spaces were then assembled to create a places of discovery (in markets and offices), reflection (in libraries and workrooms), and performance (in auditoriums and cafes). / Master of Architecture
356

Investigation of Storytelling as a Requirements Elicitation Method for Medical Devices

Gausepohl, Kimberly Ann 16 January 2009 (has links)
Medical device usability directly impacts the practitioner's ability to perform their diagnostic task in an effective, efficient, and safe manner. A device with poor usability may frustrate the practitioner, increasing the worker's stress level in a high-stress work environment. In addition, a device with poor usability may facilitate operator error, increasing the patient's risk of injury. Designers of healthcare systems and devices face a unique conundrum that has been documented in the literature (Martin, Murphy, Crowe, & Norris, 2006; Martin, Norris, Murphy, & Crowe, 2007; Ward & Clarkson, 2007). Standards require the use of user research techniques, yet patient privacy standards prevent designers from observing users in context. The inability to observe users in their work environment impedes understanding the context-of-use. Since understanding context-of-use is required to ensure usability, further exploration into alternative methods for requirements gathering is needed. This study explored the storytelling as an elicitation method for medical device requirements by comparing the information elicited from nurses during requirements gathering for an infusion pump by two methods: focus groups followed by interviews (Group #1) and focus groups followed by storytelling sessions (Group #2). Results suggest further exploration of storytelling is warranted as Group #2 contributed similar quantity and breadth of information in significantly less time. Results also indicate potential support for the efficacy of storytelling within the healthcare domain as Group #2 participants contributed more distinct context-of-use information with an emphasis on the social context. Contributions of this study include a plan for mixed-method data analysis, a protocol for conducting a storytelling session, and a framework for defining requirements within the healthcare domain. / Master of Science
357

Anxiously Yours, (fe)mail: A Narrative Exploration of Anxiety, Empathy and Hope in Art Museum Education

Galuban, Beatriz Asfora 12 1900 (has links)
This research explores the relationship between narrative, empathy and anxiety in art museum education. The study begins from my personal experience with anxiety and is methodologically rooted in narrative inquiry and friendship as method. In this study, I propose a creative method of narrative postcard writing called (fe)mail – rooted in a feminist ethic of care that seeks to understand and empathize with the experience of others through correspondence. This research asks relevant questions about the future of art museum programming for mental illness and the act of writing (fe)mail as a reflective practice for academics and educators in the field of social science. In my narrative analysis of the program and the data, I also problematizes my role as researcher, educator and friend throughout the study by considering my own biases, expectations and personal educator agenda. The study is divided into two parts. The first comprises correspondence and analysis of (fe)mail between myself and my best friend/co-participant, Atleigh. In Part I, I conduct a narrative analysis of the (fe)mail data produced between us in order to answer the following questions: What qualities of (fe)mail will appear in the exchange? Can (fe)mail be used as a tool for self-care during the research writing process? In Part II of the study, (fe)mail is brought into the museum by way of a virtual museum program for six women in order to answer the following questions: In what ways does the museum program create a sense of community among participants? In what ways might (fe)mail create empathy for works of art, the self, and others as part of a museum program?
358

Berättelser som skyddar mot bedragare : Så kan storytelling användas i texter som ska användas under samtal vars syfte är att bidra till insikter och medvetenhet om bedrägerier.

Lundkvist, Edvard January 2024 (has links)
This study investigates how storytelling can be used when designing texts that are used during conversations meant to create insights and awareness about fraud. The purpose of the study is to build greater resilience against fraud by enabling the most educational conversations possible. The study was conducted in collaboration with Sparbanken Rekarne. It is no longer possible to ignore that fraud through social manipulation is one of the fastest-growing crime forms in Sweden and a significant issue for society. Information continues to play an important role in increasing awareness and resilience among potential victims. In the study, I present the support I have found for the idea that conversations aimed at informing about fraud can be effectively built around stories. In line with previous research, I have been able to show examples of how storytelling can be used to enhance the learning process of the user through the evoking of emotions and engagement towards the information that has been introduced. The work has also benefited from previous studies on chunking to further facilitate the user's learning. Chunking enhances learning by relieving our cognitive load. It does so by organizing information in a way that takes into account the limitations of working memory. The study was conducted as a user-centered design process where interviews and trials formed the basis for identifying the theoretical orientation and subsequent conclusions. Key words: storytelling, text design, chunking, fraud, conversation guide
359

From Furnace to Fairness: Atmospheric Sequences in Steel Museum Spaces

Sang, Wenhui 18 June 2024 (has links)
This thesis explores the atmospheric sequences within a steel museum located in the South Side Works of Pittsburgh, Pennsylvania. The South Side Works, once a historic steel production area, is now undergoing renewal and redevelopment, yet it still retains traces of its industrial past. The exploration begins by examining the pre-union steel production space, characterized by hazardous conditions, limited natural lighting, and uncomfortable indoor temperatures. Visitors are transported to the 19th-century factory workers' world, experiencing the dim light from above, sweltering heat, dirt on the ground, and the large scale of the production space. This atmosphere contrasts with the post-union era, marked by enhanced natural light, modern steel construction, and a connection to the outdoors. The shift signifies increased attention to workers' rights and well-being, moving from dehumanization to humanization, symbolized by the "Union Hall" where workers advocated for their rights.The "Union Hall", which is the turning point of the journey, serves as a symbol of empowerment and progress for steelworkers.Technological advancements have further improved the working environment, making the production process more standardized and automated. This thesis aims to narrate the story through the qualities of spaces—scale, steel construction, materials, and light—by utilizing architecture study methods including modeling, sketches, lighting studies, and architectural drawings. By showcasing two contrasting spaces, it explores how the sequence of space, along with materials, light, and scale, shapes the architectural spaces and atmosphere within the museum, reflecting the evolution from furnace to fairness. / Master of Architecture / This thesis explores the atmospheric sequences within a steel museum located in the South Side Works of Pittsburgh, Pennsylvania. The South Side Works, once a historic steel production area, is now undergoing renewal and redevelopment, yet it still retains traces of its industrial past. The exploration begins by examining the pre-union steel production space, characterized by hazardous conditions, limited natural lighting, and uncomfortable indoor temperatures. This atmosphere contrasts with the post-union era, marked by enhanced natural light, modern steel construction, and a connection to the outdoors. The shift signifies increased attention to workers' rights and well-being, moving from dehumanization to humanization, symbolized by the "Union Hall" where workers advocated for their rights.The "Union Hall", which is the turning point of the journey, serves as a symbol of empowerment and progress for steelworkers. This thesis aims to narrate the story through the qualities of spaces—scale, steel construction, materials, and light—by utilizing architecture study methods including modeling, sketches, lighting studies, and architectural drawings.
360

Story-Telling in the Primary Grades

Hardeman, Grace Elese 08 1900 (has links)
The purpose of this study is to determine the philosophy, history, recent development and modern trends of story-telling in the primary grades.

Page generated in 0.5246 seconds