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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.
151

Efficacy of Gaze Stability Exercises in Older Adults with Non-vestibular Dizziness

Hall, Courtney D., Rouse, Stephanie, Audiology, Atlee, Richard, Sesay, Musu, Echt, Katharina, Akin, Faith W., udiology and Speech Lang Pathology 21 June 2017 (has links)
Abstract available through Physical Therapy.
152

Gaze Interaction in Modern Trucks

Fjellström, Jonatan January 2014 (has links)
In this master thesis project carried out on Scania’s interaction design department in Södertälje an evaluation of the technology gaze interaction has been done. The aim was to see if the technology was suitable for implementation in a truck environment and what potential it had. The work started by doing a context analysis to get a deeper knowledge of the research done on within the area related to the subject. Following the context analysis a comprehensive need finding process was done. In this process, data from interviews, observations, ride along with truck drivers, benchmarking and more was analysed. The analysis of this was used to identify the user needs. Based on the user needs the concept development phase was conducted. The whole development phase was done in different stages and started off by an idea generation process. The work flow was made in small iterations with the idea to continuously improve the concepts. All concepts were evaluated in a concept scoring chart to see which of the concepts that best fulfilled the concept specifications. The concepts that best could highlight the techniques strengths and weaknesses were chosen and these are Head Up Display Interaction and Gaze Support System.. These concepts focused on the interaction part of the technique rather than a specific function. Test of the two concepts were conducted in a simulator to get data and see how they performed compared to today´s Scania trucks. The result overall was good and the test subjects were impressed with the systems. However there was no significance in most of the cases of driving except for some conditions where the concepts prove to be better than the systems used today. Gaze interaction is a technology that is suitable for a truck driving environment given that a few slight improvements are made. Implementation of the concepts have a good potential of reducing road accidents caused by human errors.
153

Joint Attention in Development : Insights from Children with Autism and Infant Siblings

Thorup, Emilia January 2017 (has links)
Compared to other children, children with Autism Spectrum Disorder (ASD) are known to engage less in joint attention - the sharing of attention between two individuals toward a common object or event. Joint attention behaviors - for example gaze following, alternating gaze, and pointing - play an important role in early development, as they provide a foundation for learning and social interaction. Study I and Study II focused on infant siblings of children with ASD. These infants, often termed high risk (HR) infants, have an increased probability of receiving a later ASD diagnosis. Studying them therefore allows for the detection of early signs of ASD. Live eye tracking was used to investigate different joint attention behaviors at 10 months of age. Study I showed that omitting the head movement that usually accompany experimenters’ eye gaze shifts in similar designs reduced gaze following performance in the HR group, but not in a group of infants at low risk (LR) for ASD. HR infants may thus be less sensitive to eye information, or may need more salient cues in order to follow gaze optimally. Study II focused on the infants’ tendency to initiate joint attention by alternating their gaze between a person and an event. LR infants engaged more in alternating gaze than HR infants, and less alternating gaze in infancy was associated with more ASD symptoms at 18 months. This relation remained when controlling for visual disengagement and general social interest in infancy. Study III explored the role of joint attention later in development, by investigating the microstructure of the looking behaviors of autistic and typically developing children (~6 years old). The results indicated that seeing somebody look at an object influenced the processing of that object less in autistic children than in the typically developing controls. Both groups followed gaze effectively, suggesting that differences in joint attention at this age may be subtle, but detectable with eye tracking technology. Together, the studies contribute to our understanding of the role that joint attention atypicalities play both in the early development of infants at risk for ASD, and later in the development of children with a confirmed diagnosis.
154

Upplev som en filmturist : En inventering av svenska filmturisters motivationer som ligger till grund för besök på filmdestinationer / Experience as a film tourist : An inventory of Swedish film tourists' motivations behind visits to film destinations

Andersson, Emma, Oscarsson, Therese January 2021 (has links)
This paper is an inventory of the general motivations of Swedish film tourists. The paper is based on a quantitative research survey to gain insight from Swedish film tourists in the matter of what it is in movies that are motivating them to travel. The motivations behind film tourists visiting film destinations in a qualitative perspective, are storytelling, authenticity, film tourists gaze and fandom. By travelling to film destinations tourists takes part of magical tourism experiences. The paper has a deductive view point to the subject of film tourists and the results from the survey are collected from communities on Facebook called Harry Potter-fans in Sweden, Star Wars Sweden and The lord of the ring-fans in Sweden. The result from the survey shows that Swedish film tourists from these communities are motivated by the terms of storytelling, authenticity, film tourists gaze and fandom and that they are all experiencing something extraordinary when they travel because of movies. The motivations are also the foundation and the general aspect of travelling to film destinations, which either push or pull the film tourists towards the film destinations.
155

Fighting Games under the Queer Gaze : An analysis on the characters of Street Fighter V

Wilund, Mio January 2022 (has links)
Critical examination on the topic of gender representation, sexualisation, video gamecharacters and their designs is not untreated ground, and has been analysed using variousmethods; qualitatively, quantitatively (Tompkins & et. al., 2020), and textually. However,these analyses are often analysed from the assumption that the consumer of video game mediais male, cis, and heterosexual. This assumption is not unfounded, but ignores the experienceof the part of the population that does not fit this description. Therefore, the research question;“How is gender represented in Street Fighter V, when analysed from different gazes?” A textual corpus analysis on Street Fighter V: Champion Edition was performed using gazetheory as a theoretical framework. It was found that although the male gaze applied in almostevery point of the study, instances where the queer gaze applied could still be found. / Kritisk examination runt könsrepresentation, sexualisation, videospelkaraktärer och derasdesign är ej otrampad mark, och har blivit analyserad under mångfaldiga metoder; kvalitativt,kvantitativt, och textuellt. Dock så är dessa analyser ofta analyserade från antagandet attkonsumenten av videospelmedia är cis, heterosexuell, och manlig. Detta antagande är inteogrundad, men ignorerar upplevelsen av elen av populationen som ej passar dennabeskrivning. Därav utforskningsfrågan; “Hur är kön representerad i Street Fighter V, näranalyserad från olika blickar?” En textuell korpusanalys som använder sig blick-teori som teoretiskt ramverk av StreetFighter V: Champion Edition var genomförd. Det var funnet att trots att den manliga blickenkunde appliceras i varje punkt i studien, exempel där den queera blicken kunde appliceraskunde fortfarande hittas.
156

Exploring eye-tracking and augmented reality interaction for Industry 4.0 : Study of eye-tracking and augmented reality for manipulation, training and teleassistance

Garcia Sacristan, Eduardo January 2019 (has links)
In this project, we explore eye-tracking enabled interaction in augmented reality for training, teleassistance and controlling Internet of Things devices in the forthcoming manufacturing industry. We performed a design exploration with industrial partners that ended up with the design and implementation of a series of prototypes using gaze for interaction. To explore the possible benefits, we compared their efficiency, effectiveness and user experience against counterparts not using gaze. Overall, we found that participants using the eye-tracking implementation scored better on a subjective user experience questionnaire regarding comfort, stress and perceived completion time. In training prototypes, participants performed faster and committed fewer errors, while in the teleassistance and the Internet of Things prototypes they performed similarly to mouse or touch. We hence argue that augmented reality and eye-tracking can improve the overall experience of users in the manufacturing industry or at least perform equally as well stablished user input devices with the benefit of freeing the user’s hands. / I detta projekt utforskar vi interaktion med ögonstyrning i den förstärkta verkligheten för utbildning, fjärrhjälp och kontroll av sakernas internet enheter i den kommande tillverkningsindustrin. Vi utförde en designundersökning med industriella partners som avslutade med en design och implementering av en serie av prototyper som använder blickdelning för interaktion. För att utforska möjliga fördelar jämförde vi deras effektivitet och användarupplevelse mot motsvarigheter som inte använder blicken. Sammantaget tog vi reda på att de deltagare som använde implementeringen av ögonstyrning fick bättre resultat på ett subjektivt frågeformulär för användarupplevelse angående komfort, stress och slutföringstid. Vid utbildnings prototyper utförde deltagarna uppgiften snabbare och begick färre fel, medan de i fjärrhjälp och sakernas internet prototyperna utförde uppgiften på samma sätt som med en mus eller en beröring. Vi hävdar därför att den förstärkta verkligheten och ögonstyrning kan förbättra den allmänna upplevelsen för användare i tillverkningsindustrin eller åtminstone prestera lika väl som etablerade användarinmatningsenheter med fördel att frigöra användarens händer.
157

The Powerpuff Girls vs. Sailor Moon : En jämförelse av två animerade barnprograms underliggande diskurser / The Powerpuff Girls vs. Sailor Moon

Lörtscher, Yasmin January 2014 (has links)
This study is about underlying discourses of two tv-series for children from opposite parts of the globe. Focus lays on which morals and values adults choose to teach children through popular culture, even on an unaware basis and how does differ, or not, between different societies. The theoretical framework chosen for this study are semiotics in combination with the concept of the gaze by Laura Mulvey. Semiotics is the study of signs and their underlying meanings constructed by society. By studying popular culture with the tools provided by semiotic analysis it is possible to discouver underlying myths, social constructions of society, that are reproduced over and over again to remain alive. Mulveys theory of the gaze is helpfull in the process of decoding those constructions to discover the dominant partys and norms represented. In this particular study underlying structures such as patriarcal power relations, unequality between the representation of different ethnicities and the consistent presents of the male gaze where discovered. The conclusions made are that some social constructions are more global then others and that popular culture in a high degree mirrors societies norms, preferences and values.
158

Reconsidering the Politics of the Gaze in The Mayor of Casterbridge: From David Giles’s 1978 TV Series to David Thacker’s 2003 Film Adaptation

Schlüter, Jonas-Samuel 05 May 2023 (has links)
Jonas-Samuel Schlüters Aufsatz Reconsidering the Politics of the Gaze in The Mayor of Casterbridge: From David Giles’s 1978 TV Series to David Thacker’s 2003 Film Adaptation wendet sich dem Medium Film wie auch dem Roman des 19. Jahrhunderts und auf theoretischer Ebene den Adaptation Studies, den Film Studies und der Psychoanalyse zu. Er führt aus, dass Thomas Hardys Romanen immer schon der Vorwurf patriarchalischer Repräsentationen begegnet und dass sich in dieser Debatte The Mayor of Casterbridge als zwei gegensätzliche Arten von Männlichkeit kontrastierender Schlüsseltext erweist. Mit Blick auf die Film-Adaptionen von Giles (1978) und Thacker (2003) argumentiert der Beitrag, dass visuelle Interpretationen oft das kritische Potenzial des Romans unterschlagen, wobei die Ambivalenz des Romans es den Filmen unmöglich macht, Repräsentationen von Geschlechtlichkeit vollständig auf ein binäres Muster zu reduzieren. Durch eine Rückkehr zum Lacanianischen Konzept des Male Gaze, so argumentiert Jonas-Samuel Schlüter, lassen sich komplexere Männlichkeitskonstrukte differenzieren und als Kompensationsmechanismen eines Seinsmangels verstehen. Demnach ist es vor allem ihre (Un-)Fähigkeit, ihre Begierde in einer von Sprache vermittelten Realität zu verorten, die zu einer Ausdifferenzierung von Hardys männlichen Protagonisten führt und gleichzeitig die symbolische Natur geschlechtlicher Identitäten unterstreicht.
159

Comparing Gaze Cues: Avatars versus Humans in Allocating Visual Attention : Eye Tracking Case Study / Jämförning av Gaze Cues: Avatarer mot Människor i Fördelningen av Visuell Uppmärksamhet : En Eye Tracking Fallstudie

Albiz, Julius January 2023 (has links)
When designing websites or applications, being able to allocate visual attention to specific parts of an interface is important. One powerful tool that can be used for this is Gaze Cues, which is a social cue that makes use of gaze direction to allocate visual attention in the same direction. Gaze mechanisms such as gaze cues have been tested on virtual characters, also known as avatars, and show potential. This study aims to compare how gaze cues with avatars allocate visual attention compared to gaze cues with humans. An eye tracking case study with 30 participants was conducted, with gaze cues presented from either avatars or humans, measuring time to first fixations on a certain object. In combination with post-session interviews, results showed that there was no significant difference if the stimulus that presented the gaze cue was human or avatar. These results imply that avatars can make use of gaze cues as effectively as humans, to allocate visual attention in settings where they appear such as video games, animated series and/or animated movies. / Vid design av hemsidor och applikationer, är det viktigt att kunna dra visuell uppmärksamhet till specifika delar av ett gränssnitt. Blickar är ett kraftfullt verktyg som kan användas för att skapa en social signal som använder riktningen av blickar för att leda visuell uppmärksamhet i samma riktning. Olika blickmekanismer har testats på virtuella karaktärer, eller avatarer, och påvisar potential. Denna studie fokuserar på att jämföra hur blickar med avatarer drar visuell uppmärksamhet i jämförelse med mänskliga blickar. En eye tracking studie med 30 deltagare hölls, med blickar som presenterades av antingen avatarer eller människor, med tiden till första fixering på ett visst objekt som mått. I kombination med efterföljande intervjuer, visade resultaten att det inte fanns någon signifikant skillnad ifall stimulen som presenterade blickarna var människa eller avatar. Utifrån dessa resultat kan man se att avatarer kan utnyttja blickar lika effektivt som människor kan för att leda visuell uppmärksamhet i miljöer där de förekommer, såsom datorspel, animerade serier och/eller animerade filmer.
160

Stereotyper på omslag? Wow, innovativt. : En semiotisk analys av genusrepresentationer på tidskriften Cosmopolitan / Stereotypes on Covers? Wow, Groundbreaking. : A Semiotic Analysis of Gender Representations on Cosmopolitan

Maloku, Loreta, Ramadani, Hana January 2022 (has links)
Studiens syfte är att undersöka hur genus representeras i tidningen Cosmopolitan genom att analysera tidningsomslagen i en kvalitativ studie. Vi diskuterar även bakomliggande stereotyper och myter som finns kring män och kvinnor i vårt samhälle, och hur de förmedlas på tidningens omslag. Metoden som används i denna studie är en semiotisk analys. Vi har valt ut femton omslag från respektive utgåva där de kvinnliga och manliga modellerna bär liknande klädkod som kostym, kavaj och skjorta. Anledningen till att vi valde en mer formell klädkod är för att kunna observera likheterna mellan de två könen – och även analysera varför skillnaderna är så omfattande trots samma typ av klädkod. I studien analyseras omslagen genom att ett teoretiskt perspektiv baserat på R.W. Connells och Judith Butlers genusteorier som hegemonisk maskulinitet och performativitet. Vi undersökte också representationen mellan de två könen i omslagen utifrån Stuart Halls representationsteori. Detta för att få en bättre bild av stereotyper som visas på omslag. Med tanke på att Cosmopolitan är en industri, är denna studiens teoretiska ram också baserad på David Hesmondhalghs teorier om kulturindustrierna. Det huvudsakliga resultatet i denna studie visar att män och kvinnor skildras olika i tidningar baserat på deras kön. Studien visar att media, särskilt reklam, spelar en stor roll i konstruktionen och reproduktionen av normativa stereotyper. / This study aims to examine how gender roles are represented in the magazine Cosmopolitan by analyzing the covers in a qualitative study. Additionally, we discuss underlying stereotypes and myths that exist around men and women in our society, and how they are expressed through the magazine covers.  The methodology used in this study is a semiotic analysis. We have selected fifteen covers from each magazine, where the female and male models are wearing similar dress codes such as suits, blazers, and shirts. The reason we chose a more formal dress code is to be able to observe the similarities between the two genders – and also to analyze why the differences are so significant despite the same type of clothing.  In the study the covers are analyzed by using a perspective based on R.W. Connell's and Judith Butler’s gender theories including hegemonic masculinity and performativity. We also examined the representation between the two genders in the covers based on Stuart Hall’s representation theory. This to get a better view on the stereotypes that displays on covers. Considering that Cosmopolitan is an industry, this study’s theoretical framework is also based on David Hesmondhalgh’s theories about the cultural industries.  The main findings in this study depicts that men and women are portrayed differently in magazines based on their gender. The study shows that media, particularly advertisements, manage a huge role in the construction and reproduction of normative stereotypes.

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