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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.
501

PictureBlocks : constructing and deconstructing picture-driven literacy development / Constructing and deconstructing picture-driven literacy development

Makini, Sneha Priscilla January 2018 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages [100]-105). / Pictures play an important role in aiding literacy development amongst children. Present day educational apps for children take advantage of pictures in an instructionst manner - such as a flashcard, drag-and-drop, or fill-in-the-blanks approach. However, research indicates that following a constructionist approach rather than instructionst, where children actively construct meaningful projects playfully, leads to better engagement and learning. It is also universally established that children across the world enjoy creating and drawing pictures as a means of self-expression. Despite the evidence from the literature and the data, there is a lack of constructionist approaches towards picture-based learning apps for children. The goals of this thesis are two-fold: 1. Successfully design and evaluate a picture-based, constructionist literacy learning app in order to address this gap. 2. Explore the unique affordances/implications that this exploratory approach has on children's self-expression and learning. This app is called PictureBlocks, and it is designed for children between the ages of 5-9 years. The design of PictureBlocks is refined through several rounds of playtesting. Finally, a 15-day pilot study conducted in children's homes helps evaluate the app's design. Data analysis and findings also establish unique affordances and future implications for picture-based, constructionist learning apps. / by Sneha Priscilla Makini. / S.M.
502

Emotive Materials : towards a shared language of the meaning of materials / Towards a shared language of the meaning of materials

Datta, Bianca C January 2016 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 193-200). / Due to advances in design generation and digital fabrication, novice designers are able to access more and more tools to bring their visions to life. As materials begin to evolve and change shape, having a set of rules with which to evaluate, interpret, and design them will become increasingly important. In moving towards tools that allow us to design and create our own materials these the two worlds of creation and curation must be (re)connected: in this work I strive to quantify and understand the emotive aspects of materials, such as haptic responses to, cognitive evaluation of, and emotive perception of materials; in order to understand how materials communicate meaning. My aim is to produce a set of guidelines that enable designers and scientists to communicate and help creators understand the implications of emerging material combinations. For those without the resources to conduct time intensive user studies for every project and without the intuitive knowledge of a professional, it can be very difficult to predict the implications of materials and their impact on the interaction. In this thesis, a repeatable methodology for exploring these impacts was implemented and evaluated. As a result, it will be possible to create a holistic material selection process. By combining materials to maximize properties, I plan to go beyond existing databases and fabricate objects designed to evoke specific reactions. Developing an effective methodology would enable fabrication of more engaging objects. Through this research, I plan to establish guidelines and provide a common language that enables designers to influence materials development and connect designers and researchers in a more effective way than is currently possible. This will promote unique research of materials and expand their range of use. Such a tool will enable new design practices by adding emotive factors that are not rigorously understood to the material selection and fabrication process. At its core, materials science is the study of how the structure and processing of materials impact the properties of compounds. I plan to help designers and scientists go one step further, and use material combinations to connect directly with the end user. / by Bianca C. Datta. / S.M.
503

Minimization of aberrations for the Mark IV holographic architecture using optical software modeling

MacInnes, Andrew S January 2017 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 130-131). / The Mark IV holographic video display, created by Daniel Smalley in the Object-Based Media Group at the MIT Media Lab, generates a three-dimensional image by illuminating a guided wave acousto-optic modulator, upon which is written a multiplexed acoustic hologram, with red, green, and blue lasers. Despite remarkable gains attained during Mark IV's inception, the reconstructed images still possess undesirable aberrations. This work's chief aim is to mitigate these aberrations by replacing many of the current optical elements with higher-end components through the aid of optical software modeling. Modeling of the optical setup is performed with a raytracing software package called FRED. Given that Mark IV's original reflector is not a high-precision optical element, the light that reflects off of its surface produces images that are distorted both horizontally and vertically at the viewing screen. To decrease the aberrations, several differently shaped reflectors are created in the model, and the coherent point spread function of the rays that pass through the image plane is analyzed. Additionally, the polygon mirror's horizontal scanning and the galvanometer's vertical scanning are simulated to generate point spread functions over the area of the image plane. And by further measuring the aberrations and computing the corresponding point spread functions at a variety of depths, the resolution is characterized across a view volume. Based on these FRED simulations, a reflector with high resolution and point spread functions that exhibit a tight concentration of energy is purchased to replace the original one. / by Andrew S. MacInnes. / S.M.
504

Computer mediated expression in paint

Achituv, Tal January 2016 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 95-97). / of a framework for computer mediated expression. The computer's role in mediation is dual-both for enabling new forms of creative work as well as enabling creative work for populations for which it is not currently accessible, with the latter being the main focus of the work. The system consists of input, processing, and output stages. Simplicity of integration and modularity are the primary design goals which inform the architecture for the processing stage as well as the need for the interface layers to be universal and simple. Several input modalities have been realized and tested, including wearable IMU, airflow, and eye-tracking. One primary output modality has been constructed in the form of a robotic multi-color airbrush. Several evaluations were performed to assess the system's usability from a user's perspective as well as that of a developer. A survey was also conducted to evaluate the potential impact on the general publics perception of ability in the context of disability, particularly with respect to self-expression with paint. / by Tal Achituv. / S.M.
505

Disco Jalebi : an ethnographic exploration of Gay Bombay

Shahani, Parmesh January 2005 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2005. / Includes bibliographical references (p. 368-401). / Gay Bombay is an online-offline community (comprising a website, a newsgroup and physical events in Bombay city), that was formed as a result of the intersection of certain historical conjectures with the disjunctures caused via the flows of the radically shifting ethnoscape, financescape, politiscape, mediascape, technoscape and ideoscape of urban India in the 1990. Within this thesis, using a combination of multi-sited ethnography, textual analysis, historical documentation analysis and memoir writing, I attempt to provide various macro and micro perspectives on what it means to be a gay man located in Gay Bombay at a particular point of time. Specifically, I explore what being gay means to the members of Gay Bombay and how they negotiate locality and globalization, their sense of identity as well as a feeling of community within its online/offline world. On a broader level, I critically examine the formulation and reconfiguration of contemporary Indian gayness in the light of its emergent cultural, media and political alliances. I realize that Gay Bombay is a community that is imagined and fluid; identity here is both fixed and negotiated, and to be gay in Gay Bombay signifies being 'glocal' - it is not just gayness but Indianized gayness. I further realize that within the various struggles in and around Gay Bombay, what is being negotiated is the very stability of the idea of Indianness. I conclude with a modus vivendi - my draft manifesto for the larger queer movement that I believe Gay Bombay is an integral part of, and a sincere hope that as the struggle for queer rights enters its exciting new phase, groups like Gay Bombay might be able to cooperate with other queer groups in the country, and march on the path to progress, together. / by Parmesh Shahani. / S.M.
506

Stepping your game up : technical innovation among young people of color in hip-hop / Technical innovation among young people of color in hip-hop

Driscoll, Kevin Edward January 2009 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2009. / Cataloged from PDF version of thesis. / Includes bibliographical references (p. 149-154). / Hip-hop is a competitive form of popular culture characterized by an on-going process of aesthetic renewal and reproduction that is expressed through carefully selected media and communications technologies. Hip-hop is also a segment of the pop music industry that manufactures a wide range of commercial products featuring stereotypical images of young black people. These stereotypes disproportionately mark young black men and rarely reflect the technical sophistication and cultural literacy mobilized in hip-hop expression. This thesis begins with a reading of hip-hop culture through its use of media technologies, moves on to a historical examination of the hip-hop mixtape economy, and concludes with an analysis of the "Crank Dat" online dance craze. Foregrounding expressive deployment of media and communications technologies in hip-hop challenges damaging stereotypes with compelling narratives of young black men driven by a spirit of competition, creativity, and technical innovation. / by Kevin Edward Driscoll. / S.M.
507

Spatial News : exploring augmented reality as a format for content production, organization, and consumption / Exploring augmented reality as a format for content production, organization, and consumption

Bedri, Hisham January 2018 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018. / Cataloged from PDF version of thesis. "September 2018." / Includes bibliographical references. / News has been criticised for being fake and promoting echo-chambers. At the same time, spatial technologies have become more accessible, enabling affordable virtual reality (VR) and augmented reality (AR) systems. These systems enable a new channel for interfaces and content. Can these technologies establish a connection between space and news, resulting in a stronger connection between viewers and the news? We address these questions by building tools for news production and content consumption that use spatial technology. Through user-tests we show that spatial-organization of news information can result in greater news exposure. We evaluate spatial production tools by creating three live-broadcasts in VR and comparing them to broadcasts done by a production team. We also show that users have a bimodal response to 2.5D videos shown in AR. This thesis presents and evaluates a series of interactive spatial experiences to address the potential for spatial technologies for media-based journalism. / by Hisham Bedri. / S.M.
508

Children as data scientists : explorations in creating, thinking, and learning with data / Explorations in creating, thinking, and learning with data

Dasgupta, Sayamindu January 2016 (has links)
Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 159-166). / Data is a powerful lens for learning about the world. Driven by advances in computational technologies and methods that make it easier to collect, store, and analyze vast amounts of data about our world, data science has emerged as a new discipline with immense possibilities for discovery and learning. However, these possibilities are primarily accessible for adult experts - in this thesis, I examine pathways to support children as data scientists. In the first part of this thesis, I study children's use of variables and lists in the Scratch programming environment. I quantitatively study the ways in which children use variables and lists in Scratch (e.g., to keep score in games), as well as factors that foster this engagement. I find support for the theory that children learn to use data-structures through remixing their peers' works, as well through looking at source code of projects created by their peers. I also find evidence to suggest that providing more powerful uses of data-structures (such as data-persistence) leads to children using more data structures overall. In the second part of the thesis, I introduce a new system, Scratch Community Blocks, that enables children to create projects that access and analyze data from the Scratch online community (e.g., creating visualizations that show which programming blocks they used in their projects or analyzing trends in the popularity of their projects within the community). Through artifact-based case studies, interviews, and survey responses collected from a group of children using the system, I show how children use data and programming to answer their own questions about learning and social behaviour within the Scratch community. I find that children use Scratch Community Blocks not only to create with data through stories and games, but also to think with data by engaging in self-reflection about their own learning and social participation, and through critical conversations about the role of data within the culture of the Scratch community. / by Sayamindu Dasgupta. / Ph. D.
509

Towards a new transparency : high fidelity additive manufacturing of transparent glass structures across scales

Inamura, Chikara January 2017 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017. / Cataloged from PDF version of thesis. / Includes bibliographical references. / Optically transparent and structurally sound, glass has played a significant role in the evolution of product and architectural design across scales and disciplines, and throughout the ages. Glass processing methods - such as blowing, pressing, and forming - have aimed at achieving increased glass performance and functionality. Nonetheless, techniques and technologies enabling controlled tunability of its optical and mechanical properties at high spatial manufacturing resolution have remained an end without a means. This thesis presents GLASS II - a high fidelity, large-scale, additive manufacturing technology for optically transparent glass combined with demonstrations of novelty through a construction of fully transparent glass structures at architectural scale. The enabling technology builds upon previous research conducted at the Mediated Matter Group and introduces a fundamental restructuring of the platform's architecture and process control informed by the material properties and behaviors of silicate glass. The new manufacturing technology provides a digitally integrated thermal control system across the entire glass forming processes, combined with a novel 4-axis motion control system; enabling a high fidelity manufacturing process capable of producing glass structures with tunable yet predictable mechanical and optical properties. The material fundamentally drives how the machine is used, and in return, the machine can change how the glass is formed and used. In order to evaluate the full capability of this new manufacturing technology, a series of three-meter tall glass column structures were designed, engineered, manufactured, and constructed. Harnessing its optical transparency in conjunction with the spatial tunability of the material deposition across the full length of the column, geometry of each column is topologically optimized under the material constrains of the viscoelastic filament such that the result provides highly efficient structural performance as free standing columns while each layer of the printed glass acts as a lens and transforms the incoming light into spatial interactions of kaleidoscopic caustics. This large-scale multifunctional 3D printed glass structure, embodying a new mode of transparency in architecture, was exhibited in Italy for the first time during the Milan Design Week in April 2017. / by Chikara Inamura. / S.M.
510

Gender shades : intersectional phenotypic and demographic evaluation of face datasets and gender classifiers

Buolamwini, Joy Adowaa January 2017 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 103-116). / This thesis (1) characterizes the gender and skin type distribution of IJB-A, a government facial recognition benchmark, and Adience, a gender classification benchmark, (2) outlines an approach for capturing images with more diverse skin types which is then applied to develop the Pilot Parliaments Benchmark (PPB), and (3) uses PPB to assess the classification accuracy of Adience, IBM, Microsoft, and Face++ gender classifiers with respect to gender, skin type, and the intersection of skin type and gender. The datasets evaluated are overwhelming lighter skinned: 79.6% - 86.24%. IJB-A includes only 24.6% female and 4.4% darker female, and features 59.4% lighter males. By construction, Adience achieves rough gender parity at 52.0% female but has only 13.76% darker skin. The Parliaments method for creating a more skin-type-balanced benchmark resulted in a dataset that is 44.39% female and 47% darker skin. An evaluation of four gender classifiers revealed a significant gap exists when comparing gender classification accuracies of females vs males (9 - 20%) and darker skin vs lighter skin (10 - 21%). Lighter males were in general the best classified group, and darker females were the worst classified group. 37% - 83% of classification errors resulted from the misclassification of darker females. Lighter males contributed the least to overall classification error (.4% - 3%). For the best performing classifier, darker females were 32 times more likely to be misclassified than lighter males. To increase the accuracy of these systems, more phenotypically diverse datasets need to be developed. Benchmark performance metrics need to be disaggregated not just by gender or skin type but by the intersection of gender and skin type. At a minimum, human-focused computer vision models should report accuracy on four subgroups: darker females, lighter females, darker males, and lighter males. The thesis concludes with a discussion of the implications of misclassification and the importance of building inclusive training sets and benchmarks. / by Joy Adowaa Buolamwini. / S.M.

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