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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.
11

Negotiating Space: Exploring the Rhetorical Potential of Open Source Software

Beerline, Nora 16 May 2011 (has links)
No description available.
12

[pt] DO MUNDO VIRTUAL AO ESPAÇO POTENCIAL: UMA APROXIMAÇÃO TEÓRICA / [en] FROM VIRTUAL WORLD TO POTENTIAL SPACE: A THEORETICAL APPROACH

JULIANA DE OLIVEIRA RODRIGUES 21 October 2019 (has links)
[pt] A presente dissertação tem como objetivo investigar uma possível aproximação entre espaço virtual e espaço potencial a partir do uso dos ambientes virtuais feito por alguns de seus frequentadores. Com este intuito foram trabalhados os conceitos winnicottianos de espaço potencial e brincar, as noções de espaço virtual e ciberespaço, relatos de experiências de usuários extraídos de pesquisas qualitativas, uma campanha promovida por uma ONG, um estudo de caso clínico, assim como uma postagem extraída do Twitter. Foi visto que, para algumas pessoas, o espaço virtual parece funcionar como uma zona neutra de relaxamento, de forma análoga ao espaço potencial conforme proposto por Winnicott. Alguns aspectos do espaço virtual foram comparados a características do espaço potencial, como por exemplo a sua existência enquanto uma área intermediária para a qual contribuem tanto a fantasia quanto o mundo externo. O fator determinante para que o espaço virtual se assemelhasse ao espaço potencial foi que os seus usuários não fizessem exigências quanto a realidade concreta daquele ambiente. / [en] This dissertation aims to investigate a possible approximation between virtual space and potential space based on the use of virtual environments made by some of its users. For this initial purpose, were explored the Winnicottian concepts of potential space and play, the notions of virtual space and cyberspace, reports of user experiences extracted from qualitative researches, a campaign promoted by a non-governmental organization, a clinical case, as well as a post selected from Twitter. For some people, virtual space seems to function as a neutral zone of relaxation, in a way analogous to the potential space as proposed by Winnicott. Some aspects of virtual space have been compared to characteristics of potential space, such as their existence as an intermediate area to which both fantasy and the external world contribute. The determining factor for the virtual space to resemble the potential space was that its users did not make demands on the concrete reality of that environment.
13

Imigrace do facebookové virtuální komunity a její vliv na pražské mezilidské vztahy / Immigration to Facebook Virtual Community and the Impact on Prague Offline Relationships

Bakalářová, Jana January 2016 (has links)
These days old-fashioned ways of developing and maintaining relationships suffer from the fast-growing CMC communication. Following this does this evolution of computer-mediated communication have an influence on social relationships, friendships and user behavior? This thesis examines how strongly can social media influence people, their cultural identity and online/offline bonds. The thesis is mainly focused on Facebook social network, which currently brings together more than a billion people. My work is based on three hypotheses and my aim is to confirm or disprove whether people consciously dissemble and show better me than fact, whether our behaviour online has an affect on offline relationships in terms of weakening ties, and whether the Facebook relationships have weaker ties than traditional offline relationships. This thesis will be based on a survey of at least 400 people from Prague regarding their use of Facebook to form and maintain relationships. The questionnaire survey is based on the theories of CMC created by theorist Christian Fuchs in his publication Internet and Society: Social Theory in the Information Age published in 2008.
14

O videogame como representação histórica: narrativa, espaço e jogabilidade, em Assassin\'s Creed (2007-2015) / Videogames as Historical representation narrative, space and gameplay in Assassin\'s Creed (2007-2015).

Bello, Robson Scarassati 29 August 2016 (has links)
O objetivo deste trabalho é investigar as relações entre a representação da História e os jogos eletrônicos (Videogames) através da análise dos jogos da série, produzidos entre 2007 e 2015, Assassins Creed. A série representou múltiplos tempos históricos em narrativas, jogabilidades e espaços virtuais que reconstituíram cenários do passado para exploração e interação de um jogador que controla o avatar de um Assassino. Nossa investigação pretende compreender este produto, ainda pouco estudado nas ciências humanas, em sua especificidade, estabelecendo sua posição dentro da Indústria Cultural em seus suportes materiais e distintos gêneros e em relação a outros jogos. Utilizamos um dos episódios em específico, Assassins Creed III (2012), para nos aprofundarmos sobre o desenvolvimento da narrativa de acontecimentos, a elaboração do espaço, a interatividade proposta, para então compreender como as várias temporalidades são sistematizadas em uma estrutura narrativa e lúdica no conjunto da série, que expressa uma determinada visão sobre o multiculturalismo e a História. / The goal of this work is to investigate relations between the representation of History and electronic games (Videogames) by analyzing the game series Assassins Creed (between 2007 and 2015), which has representations of multiple historic times in narratives, gameplays and virtual spaces that reconstitute sceneries of the past for a player to explore and interact controlling the character of an Assassin. Our investigation intends to understand this product, which has been very little studied in the Humanities, within its specificity, and to pinpoint its position within the Culture Industry with its material supports and many genres as well as in relation to other games. One specific episode of the game, Assassins Creed III (2012), has been used for in-depth analysis of the narrative development of events, the creation of space and the proposed interactivity, so as to understand how the many temporalities are systemized in a ludic and narrative structure throughout the whole series, which expresses a specific view on multiculturalism and History itself.
15

O videogame como representação histórica: narrativa, espaço e jogabilidade, em Assassin\'s Creed (2007-2015) / Videogames as Historical representation narrative, space and gameplay in Assassin\'s Creed (2007-2015).

Robson Scarassati Bello 29 August 2016 (has links)
O objetivo deste trabalho é investigar as relações entre a representação da História e os jogos eletrônicos (Videogames) através da análise dos jogos da série, produzidos entre 2007 e 2015, Assassins Creed. A série representou múltiplos tempos históricos em narrativas, jogabilidades e espaços virtuais que reconstituíram cenários do passado para exploração e interação de um jogador que controla o avatar de um Assassino. Nossa investigação pretende compreender este produto, ainda pouco estudado nas ciências humanas, em sua especificidade, estabelecendo sua posição dentro da Indústria Cultural em seus suportes materiais e distintos gêneros e em relação a outros jogos. Utilizamos um dos episódios em específico, Assassins Creed III (2012), para nos aprofundarmos sobre o desenvolvimento da narrativa de acontecimentos, a elaboração do espaço, a interatividade proposta, para então compreender como as várias temporalidades são sistematizadas em uma estrutura narrativa e lúdica no conjunto da série, que expressa uma determinada visão sobre o multiculturalismo e a História. / The goal of this work is to investigate relations between the representation of History and electronic games (Videogames) by analyzing the game series Assassins Creed (between 2007 and 2015), which has representations of multiple historic times in narratives, gameplays and virtual spaces that reconstitute sceneries of the past for a player to explore and interact controlling the character of an Assassin. Our investigation intends to understand this product, which has been very little studied in the Humanities, within its specificity, and to pinpoint its position within the Culture Industry with its material supports and many genres as well as in relation to other games. One specific episode of the game, Assassins Creed III (2012), has been used for in-depth analysis of the narrative development of events, the creation of space and the proposed interactivity, so as to understand how the many temporalities are systemized in a ludic and narrative structure throughout the whole series, which expresses a specific view on multiculturalism and History itself.
16

Neurobiologické koreláty paměti epizodického typu / Neurobiological Correlates of Episodic-like Memory

Oravcová, Ivana January 2017 (has links)
Declarative memory is characterized as a conscious, explicit memory. Declarative memory consists of two essential systems, semantic memory and episodic memory. Episodic memory enables us to recall specific past events. A simplified model, so called Episodic-like memory is often used to study episodic memory mechanisms. According to this model, all events are stored in a contextual framework consisting of three basic components: identity of the object ('what' happened), temporal information ('when' it occurred) and spatial information ('where' did it happen). This type of memory is testable not only in humans but also in animal models. Aim of this diploma thesis is to study the neuronal substrate of individual components of episodic memory in healthy volunteers by means of functional magnetic resonance imaging (fMRI) and ecologically valid tasks designed in virtual reality environment. Results obtained in the fMRI paradigm show that apart from common neuronal substrate of episodic memory, additional brain structures are responsible for recollection of individual components of the episodic-like memory. Behavioral data indicate that the demands of the recollection of individual components is not equivalent. Additional analyses with parcellation of the brain to individual structures and consecutive...
17

Role ICT v každodenním životě a mobilitě mladých lidí / The role of ICT in everyday life and mobility of young people

Vojtěchovská, Klára January 2017 (has links)
This diploma thesis is focused on the role of ICT in everyday life and mobility of young people. The main goal of this thesis is to find out how the physical and virtual space mingle in the everyday life and mobility of young people who have been selected for the research, using diaries as a qualitative method. The aim was to point out some specifics of everyday activities in the physical and virtual space of the deliberately selected sample of young people that may be present in the whole population. The thesis is divided into two main parts. The theoretical part deals with the virtual space, Time geography in relation to ICT and some studies concerning different perspectives of the influence of ICT on everyday life of people. The empirical part focuses on the use of ICT by selected socio- demographical groups of Czech inhabitants and some time aspects of the use of ICT and other activities performed by young people and other age groups. Then, the key part is about the description of the mingling of virtual and physical space in the everyday life of 10 communication partners. Their mobility patterns are based on the mingling of two basic types of movements, virtual and physical. The mingling of virtual and physical space is also based on the time mingling of all activities, including the social...
18

Espaço físico e espaço virtual na liberdade de expressão / Physical space and virtual space in freedom of expression

Gonçalves, Renata Moura 22 April 2013 (has links)
A partir de uma distinção entre o aspecto interno e o aspecto externo de liberdade, reconheceu-se a necessidade de conferir proteção ao exercício da liberdade de expressão no espaço físico, em um plano exterior, portanto, ao indivíduo. Com o avento da sociedade informacional, as novas tecnologias comunicacionais alteraram as condições do discurso, de modo a refletir nas possibilidades de exercício da liberdade de expressão. A criação da Internet, bem como da tecnologia de digitalização, ao permitir que qualquer conteúdo traduzido em dígitos seja acessado por qualquer indivíduo conectado à rede mundial de computadores, a despeito de sua localização geográfica, possibilitou a formação de um espaço virtual, o qual passa a ser o âmbito por excelência do exercício da liberdade de expressão. No espaço virtual, há a liberação do polo de emissão, de modo que o indivíduo assume um papel ativo na criação de novos conteúdos, em comunhão com os demais em um ambiente em rede. / Starting from a distinction between the internal aspect and the external aspect of freedom, it is possible to recognize the need to provide protection to the exercise of freedom of expression in physical space, in an outer plane, therefore, from the individual. With the informational society, the new communication technologies have altered the conditions of speech, reflecting on the possibilities of freedom of expression. The creation of the Internet, as well as the digital technology, by allowing that any content translated into digits can be accessed by anyone connected to the worldwide web, regardless of their geographic location, made it possible to establish a virtual space, which becomes the ultimate scope of the exercise of freedom of expression. In the virtual space, there is the release of the emission polo, so that individuals take an active role in the creation of new content, in communion with the other in a networked environment.
19

A memória escolar no virtual: Ambientes Virtuais de Aprendizagem (AVA), lugares da memória e da cultura escolar / The school memory in the virtual: Virtual Learning Environment (AVA), places of memory and school culture

Kessel, Zilda 11 August 2014 (has links)
Made available in DSpace on 2016-04-27T14:31:23Z (GMT). No. of bitstreams: 1 Zilda Kessel.pdf: 4894323 bytes, checksum: 3f0eb8744ed1dd3a863ef87286729b1b (MD5) Previous issue date: 2014-08-11 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The aim of this work is to study the Virtual Learning Environment (AVA) and to propose its understanding as a space that registers the school culture. The proposal uses conceptual contributions from History, Education and Information Science areas and seeks to demonstrate how the registers preserved in these environments are configured in a rich set of traces about the pedagogical doing. In them it is possible to identify not only the documents and proposals but also their execution, once they gather documents, students and teachers activities and final products. The everyday register of the school usually systematically disposed, emerges in the virtual space as a patrimony to be preserved, that can be read and studied ranging from the History of Education to studies on Curricula, besides enabling the reflexive work of both educators and students. Once accessible and as a reflection for educators ,researchers and students, it can become a place for memory / O presente trabalho tem por objeto estudar os Ambientes Virtuais de Aprendizagem (AVA), e propõe a sua compreensão como espaço de registro da cultura escolar. A proposta se vale de aportes conceituais das áreas de História, Educação e Ciência da Informação e procura demostrar como os registros preservados nesses ambientes se configuram num rico conjunto de vestígios acerca do fazer pedagógico. Neles é possível identificar tanto os documentos e propostas como a sua realização, visto que reúnem documentos, atividades de alunos e professores, interações e produtos finais. O registro do fazer cotidiano na escola, em geral objeto de descarte sistemático, emerge no espaço virtual, constituindo-se como patrimônio a ser preservado, passível de leituras e estudos diversos que vão da História da Educação aos estudos sobre Currículo, além de possibilitar o trabalho reflexivo de educadores e alunos. Tornados acessíveis e objetos da reflexão de educadores, pesquisadores e alunos, podem vir a se constituir como lugar de memória
20

Cidades conectadas: a comunicação e as tecnologias móveis reconfigurando o espaço urbano

Gonçalves, Ricardo Basilio 14 August 2013 (has links)
Made available in DSpace on 2016-04-26T18:13:16Z (GMT). No. of bitstreams: 1 Ricardo Basilio Goncalves.pdf: 2929260 bytes, checksum: 462df4b86af31828f1f1e3f7efcd342c (MD5) Previous issue date: 2013-08-14 / This dissertation has as object of study the "Connected Cities", with the overall goal of the research to identify and understand how ICT Information and Communication Technologies reconfigured the urban space, generating significant effects on contemporary society. The development of the concept and the function of "town" are studied, and analyzed also the social and natural performances. It investigates the relationship between urban space and virtual space and how this interconnection (physical and digital space) generated effects in society, specifically in the way people organize themselves and socialize in urban space, creating some concepts, including the concept of "cybercity". It analyzes through references, the concepts of "cyberspace" and collective intelligence propagated by Pierry Lévy, André Lemos, among other researchers. It investigates also cases prepared by Massachusetts Institute of Technology MIT, working with the research theme "smart cities", presenting the most varied possibilities of interference in urban space through ICTs. Solutions are also analyzed from the new technologies of information and communication that interfere in the daily lives of people in the cities. The theme "connected cities" becomes, well, a relevant study to the area of communication, in which researchers discuss its evolution linked to new technologies, and observe, through scientific research, numerous mutations in contemporary society to the issue forward. It concludes that, in citizens lives, mobility in the ICTs age is an important, irreversible and extremely necessity for people to remain "alive" in the virtual and urban space, searching for their identities, their ideals, their freedom expression and finding solutions to various problems presented in this society, which lives and remains network / A presente dissertação tem como objeto de estudo as cidades conectadas , sendo o objetivo geral da pesquisa identificar e compreender de que forma as TIC s Tecnologias da Informação e Comunicação reconfiguraram o espaço urbano, gerando efeitos significativos na e para a sociedade contemporânea. O desenvolvimento do conceito e a função de cidade são estudados, sendo analisadas ainda as transformações sociais e naturais. Investiga-se também a relação entre o espaço urbano e o espaço virtual e como essa interconexão (espaço físico e digital) gerou efeitos na sociedade, especificamente na maneira de as pessoas se organizarem e de se socializarem no espaço urbano, nascendo assim alguns conceitos, entre eles, o conceito de cidades conectadas . Ainda analisam-se, por meio de referências bibliográficas, os conceitos de ciberespaço e inteligência coletiva propagados por Pierry Lévy, André Lemos, entre outros pesquisadores. Investigam-se, frente ao tema, estudos de caso elaborados pelo Instituto de Tecnologia de Massachussets MIT, com pesquisas que trabalham o tema smart cities (cidades inteligentes), sendo apresentadas as mais variadas possibilidades de interferência no espaço urbano por meio das TIC s. São analisadas também soluções provenientes das novas tecnologias da informação e comunicação que interferiram no cotidiano das pessoas nas cidades. O tema cidades conectadas torna-se, assim, um estudo relevante para a área da comunicação, em que pesquisadores debatem a sua evolução atrelada às novas tecnologias, e constatam, por meio de pesquisas científicas, inúmeras mutações na sociedade contemporânea frente ao tema. Conclui-se que, na vida dos citadinos, a mobilidade na era das TIC s é um fator importante, extremamente necessário e irreversível para as pessoas permanecerem vivas no espaço urbano e virtual em busca de suas identidades, de seus ideais, de sua liberdade de expressão e de soluções frente aos mais variados problemas apresentados nessa sociedade que vive e permanece em rede

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