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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.
71

Um modelo para interoperabilidade entre instituições heterogêneas / A Model for Interoperability between Heterogeneous Institutions

Araújo, Cláudia Josimar Abrão de 07 December 2012 (has links)
A interação entre instituições heterogêneas tem sido cada vez mais necessária para obter e disponibilizar informações e serviços para seus usuários internos e externos. Esta interação tem sido sustentada principalmente pelo uso das novas tecnologias da informação e comunicação. A interoperabilidade entre instituições heterogêneas garante esta interação e proporciona vários benefícios como, por exemplo, utilizar toda a plataforma legada das instituições e ainda permitir a interação entre os sistemas. Entretanto, para que esta interoperabilidade seja possível é necessária a definição de conceitos comuns que padronizam e orientam as interações entre as instituições. Através destes conceitos comuns, as instituições podem trocar informações entre si e ainda manter sua independência e as particularidades em seus sistemas internos. Em nosso trabalho, propomos um Modelo para Interoperabilidade entre Instituições Heterogêneas (MIIH). A especificação das regras de interação e, especificamente, os protocolos de interoperabilidade entre as instituições são escritas usando JamSession, que é uma plataforma para a coordenação de serviços de software heterogêneos e distribuídos. O modelo também define uma arquitetura baseada em Artefatos do Conhecimento Institucionais para lidar com as conexões com os sistemas das instituições. Estes Artefatos do Conhecimento Institucionais são baseados no conceito geral de Artefatos do Conhecimento, ou seja, \"objetos que contêm e transmitem uma representação utilizável do conhecimento\". Os Artefatos do Conhecimento Institucionais são padrões arquitetônicos recorrentes que são observados no projeto de mecanismos de interoperabilidade para conectar instituições heterogêneas e são usados como uma descrição de alto nível da arquitetura para um projeto de sistema. Eles funcionam como padrões arquiteturais pré-concebidos que norteiam e padronizam as interações e, portanto, a interoperabilidade organizacional e semântica entre as instituições. Os Artefatos do Conhecimento Institucionais são fundamentados sobre uma ontologia de conceitos relevantes para os serviços destas instituições, cujo nível de abstração pode variar, dependendo do nível de integração necessário para as instituições - quanto mais sofisticada a interação, mais detalhes devem ser representados explicitamente na ontologia. Os Artefatos do Conhecimento Institucionais implementados também se comunicam com a camada de interação com o usuário, baseada em mundos virtuais, para garantir a comunicação adequada com estes usuários. Além do modelo conceitual proposto, apresentamos como resultado deste trabalho, um exemplo de uso do MIIH no contexto das instituições relacionadas à herança cultural (museus, galerias, colecionadores, etc.). Tendo reconhecido que este contexto dos museus é importante para toda a sociedade, verificamos mais profundamente o funcionamento dos museus e suas interações entre si e com seus usuários. Identificamos neste cenário a aplicação direta de nosso projeto, uma vez que a interoperabilidade entre os museus é fundamental para o desempenho de suas funções e a interoperabilidade com seus usuários define a razão de sua existência, conforme identificamos na definição de museu apresentada pela UNESCO. Este exemplo de uso é construído seguindo a metodologia proposta neste trabalho e serve para mostrar a utilização do nosso modelo no desenvolvimento de uma aplicação concreta para uso em instituições de arte e também por seus usuários. / Heterogeneous institutions interactions have increasingly been required to obtain and provide information and services to their internal and external users. This interaction has been sustained mainly by the use of new information and communication technologies. Interoperability between heterogeneous institutions ensures this interaction and provides various benefits such as, use the legacy platforms of the institutions and still allow the interaction between their systems. However, to make this interoperability possible it is necessary to define common concepts that standardize and guide the interactions between institutions. Through these common concepts, institutions can exchange information with each other and maintain the independence and particularities in their internal systems. In our work, we propose a Model for Interoperability between Heterogeneous Institutions (MIHI). The specification of the interaction rules and specifically the protocols for interoperability between institutions are written using JamSession, which is a platform for the coordination of heterogeneous and distributed software services. The model also defines an architecture based on Institutional Knowledge Artifacts to handle the connections to the systems of the institutions. These Institutional Knowledge Artifacts are based on the general concept of Knowledge Artifacts, i.e., \"objects that convey and hold usable representation of knowledge\". The Institutional Knowledge Artifacts are recurring architectural patterns that are observed in the design of mechanisms for interoperability to connect heterogeneous institutions and are used as a high-level description of the architecture for a system design. They function as pre-designed architectural patterns that guide and standardize the interactions and therefore the organizational and semantic interoperability between institutions. The Institutional Knowledge Artifacts are based on ontology of concepts relevant to these services institutions whose level of abstraction can vary, depending on the level of integration necessary for institutions - the more sophisticated interaction, more details should be represented explicitly in the ontology. The Institutional Knowledge Artifacts implemented also communicate with the use interface layer, based on virtual worlds, to ensure proper communication with these users. Besides the proposed conceptual model, we present as a result of this work, an example of the use of MIIH in the context of institutions related to cultural heritage (museums, galleries, collectors, etc.). Having recognized that the context of museums is important for the society, we studied more deeply the operation of museums and their interactions with each other and their users. We identified in this scenario the direct application of our project, since interoperability among museums is vital to the performance of its functions and interoperability with its users define the reason for its existence, as we verified in the definition of museum presented by UNESCO. This example of use is constructed following the methodology proposed in this work and serves to show the use of our model in the development of a practical application for use in art institutions and also by its users.
72

Abordagem visual para aprendizagem colaborativa de programação

Salgado, Nilmara da Silva 04 August 2014 (has links)
Submitted by Geyciane Santos (geyciane_thamires@hotmail.com) on 2015-06-18T14:57:37Z No. of bitstreams: 1 Dissertação- Nilmara Silva Salgado.pdf: 2514579 bytes, checksum: 92fa0830e20f00392e7b0965020f4f9e (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2015-06-19T21:00:15Z (GMT) No. of bitstreams: 1 Dissertação- Nilmara Silva Salgado.pdf: 2514579 bytes, checksum: 92fa0830e20f00392e7b0965020f4f9e (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2015-06-19T21:01:02Z (GMT) No. of bitstreams: 1 Dissertação- Nilmara Silva Salgado.pdf: 2514579 bytes, checksum: 92fa0830e20f00392e7b0965020f4f9e (MD5) / Made available in DSpace on 2015-06-19T21:01:02Z (GMT). No. of bitstreams: 1 Dissertação- Nilmara Silva Salgado.pdf: 2514579 bytes, checksum: 92fa0830e20f00392e7b0965020f4f9e (MD5) Previous issue date: 2014-08-04 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The basic structures of algorithms are fundamental for the development of systems and understand them is an essential step in the learning process, because to become a good programmer you need a body of knowledge that goes beyond the syntax and semantics of a language programming. There are several methods of learning programming, such as the experiments performed in laboratories and pair programming. However, it is necessary to consider how to integrate these methods that enhance the learning. This paper presents an unconventional approach to collaborative learning of visual programming and its connection to a 3D immersive environment where objects, actors and behaviors are the result of programs developed by team-organized students. We report a pilot study in an introductory programming course offered in a Federal Institution of Higher Education, using as a central strategy for collaboration the initial stages of a progressive scheme for group programming learning. Results suggest a positive impact especially with regard to motivation, visualization of production and interaction among students. / As estruturas básicas de algoritmos são fundamentais para o desenvolvimento de sistemas e entendê-las é um passo essencial no processo de aprendizagem, pois para se tornar um bom programador é necessário um conjunto de conhecimentos que vai além de conhecer a sintaxe e a semântica de uma linguagem de programação. Há vários métodos de aprendizagem de programação, como por exemplo, experimentos realizados em laboratórios e programação em pares. Porém, é necessário considerar formas de integração desses métodos que potencializem o aprendizado. Este trabalho apresenta uma abordagem diferenciada para a aprendizagem colaborativa de programação visual e sua conexão a um ambiente imersivo 3D onde os objetos, atores e comportamentos são resultantes dos programas desenvolvidos pelos estudantes organizados em times. É relatado um estudo piloto desenvolvido em uma disciplina de introdução à programação ofertada em uma Instituição Federal de Ensino Superior, utilizando-se como estratégia central de colaboração as etapas iniciais de um esquema progressivo para aprendizagem de programação em grupo. Os resultados sugerem um impacto positivo especialmente no que diz respeito à motivação, visualização das produções e da interação entre os estudantes.
73

Exploring the Relationship of Motivation, Anxiety, and Virtual Worlds in the Experiences of Two Spanish Language Learners: A Case Study

Wehner, Amy Katherine 01 May 2014 (has links)
Virtual Worlds (VWs) in foreign language education are slowly becoming more popular. Many studies have looked at the affordances of these worlds and how they affect some aspects of language acquisition. However, it is still unknown to what extent, if any, these virtual worlds can play a role in affecting motivation and anxiety. The purpose of this study was to investigate the relationship between motivation, anxiety and virtual worlds to see how participation in activities within these environments interacted in two individual language learners, Jessica and Melissa. Using a case study approach, I observed and interviewed the two participants in order to determine how these variables may have interacted in their experiences online. For these participants, avatar presence affected their anxiety, but the amount of that affect was determined by their pre-existing motivations for learning Spanish and the vividness and plausibility of their Ideal L2 Self. Both participants saw benefits for having an avatar as a face-saving device, but this was more evident in Jessica because she engaged in only conversations with speakers other than her classmates. While this investigation yielded results that support previous research on virtual worlds and anxiety, more research is necessary to see if and to what extent these worlds can affect motivation.
74

New consumption identities in virtual worlds : the case of 'Second Life'

Nikolaou, Ioanna January 2011 (has links)
The dynamic development of new technologies influences consumers in many different ways reaching far beyond the shift in consumption patterns, challenging the way consumers live their lives. The role of new information technologies is continually growing in our daily lives changing the way we see the self and the world around us. Consequently, the advent of the computer culture incites a radical rethinking of who we are and the nature of being human, which clearly illustrates the postmodern age. As a result, over the past decades consumer research has moved away from simply viewing consumers as information processors to consumers as socially conceptualized beings. This Consumer Culture Theory (CCT) movement views consumers and consumer behaviour as articulations of meanings and materiality within the productive of complex cultural milieu. This ethnographic thesis focuses on the three-dimensional virtual world of Second Life, which is a 'Real Life' simulation and where the residents represent themselves through 'avatars', creating a kind of virtual materiality. This raises interesting questions for consumer researchers, not just about how consumption is enacted, produced and articulated within this environment, but also in relation to theoretical and methodological issues. More specifically, this thesis critically examines the development of interpretive consumer research and the emergence of the Consumer Culture Theory framework in the context of the juxtaposition of reality and hyperreality and takes a position which goes beyond the 'body in the net/physical body' binary. Therefore, this thesis places the 'avatar-as-consumer' at the centre of the research focus. The current thesis develops a theoretical framework which examines the role of consumption in resolving key paradoxes. Moreover, it extends the netnography framework from mainly text based research to the visual characteristics of virtual worlds so that it can be useful for the study of complex online environments and as a result, how the role of the researcher goes beyond netnography to virtualography is discussed.
75

Global brands’ social media presence and control

Ok, Chang Bong 13 July 2011 (has links)
This paper seeks to investigate leading global brands‘ social media presence. The analysis of the Interbrand’s 100 Best Global Brands (2010) social media pages was conducted in the current study. Based on Kaplan & Haenlein‘s classification of social media, seven social media application cases were examined. The findings suggest that there are differences in global brands‘ social media presence by brand categories and social media applications. The findings also suggest that there are different levels of global brands‘ social media control. Managerial implications and guidelines for social media marketing are also provided. / text
76

Interfaces culturais de Mallarmé à World Wide Web /

Fawaz, Edson Hanna. January 2005 (has links)
Orientador: João Pedro Albino. / Banca: Maximiliano Martin Vicente / Banca: Sérgio Bairon Blanco Sant'Anna / Resumo: Os meios de comunicação digitais presenciaram a emergência das interfaces culturais a partir da última década do século XX. Fruto do desenvolvimento de pesquisa em ciência computacional, especificamente sobre a questão da interface gráfica de usuário e da interação homem-computador, bem como de um constante entrelaçamento das linguagens midiáticas com as formas expressivas da primeira metade do século citado, tiveram, com o surgimento da Internet e da World Wide Web, a tarefa de conectar o ser humano e a cultura elaborada pelo universo digital. Ao mesmo tempo a influência de recursos provenientes de meios consagrados em sua constituição, como a página retangular, o enquadramento, a perspectiva linear e a câmera subjetiva, imprimem-lhe um fator notadamente cultural, daí passarem a ser denominadas de interfaces culturais. Destacam-se dois formatos básicos pelos quais o processo comunicacional engendra interfaces: os mundos virtuais e as estruturas hipertextuais. Dentro dessa configuração de comunicação digital, a hipermídia torna-se um ambiente propício para a emergência de práticas e experimentações em novos meios, por isso enfatiza-se a formação do campo hipermidiático e uma proposta de análise da hipermídia. / Abstract: Graphic interfaces of user are intellectual technologies that came to existence during the 70þs and 80þs, resulting from the development of years of research in computers, specifically on the matter of information management and man-computer interaction. With the advent of the Internet and, especially the World Wide Web, the interfaces (of the browser and of the application) have connected human being and the culture elaborated by the digital universe. On the other hand, they receive influence of resources coming from prior means in its constitution, such as the rectangular page, the framing, the linear perspective and the subjective camera, which are reused by the design of interface in the creation of new means. With these factors they are then called cultural interfaces. Two basic formats, through which information is managed in interfaces in the digital culture, are highlighted: the virtual worlds and hypertext structures. Within that technological and cultural configuration, hypermedia becomes a favorable environment for the emergence of practices and experiments in new means, and therefore emphasizes the formation of the hypermedia field and a proposal of analysis of the hypermedia. / Mestre
77

Un étude économique de la préférence pour le pouvoir / An economic study of preference for power.

Cottalorda, Pierre-jean 16 June 2011 (has links)
Ce travail étudie la préférence pour le pouvoir, de sa définition à sa rencontre en laboratoire ou sur le terrain, de manière expérimentale. Nous construisons cette thèse autour de trois questions : qu'est-ce que le pouvoir et la préférence pour le pouvoir ? Comment l'identifier, en la distinguant des autres types de préférences sociales ? Quels sont les éléments, conditions d'expériences ou situation des sujets, qui l'affectent ? Nous définissons le pouvoir comme une capacité à caractère dispositionnel, qui peut être mise en application, ou non. Ceci nous permet de définir ensuite la notion de préférence pour le pouvoir qui n'est autre qu'une version formalisée de celle de volonté de puissance que l'on rencontre depuis l'antiquité. Nous définissons alors quatre types de préférence : préférence pure ou instrumentale pour le pouvoir potentiel ou effectif. Dans la deuxième partie nous construisons un modèle de pouvoir que nous testons en laboratoire. Nous identifions cette préférence pour le pouvoir sous ses quatre aspects, ce qui est le résultat central de ce travail. Nous cherchons ensuite à comprendre ce qui impacte cette préférence, pour observer que seul le genre a un effet important. Nous mesurons enfin cette préférence, pour découvrir qu'il peut exister une relation importante de corrélation entre préférence pure pour le pouvoir potentiel et pour le pouvoir effectif. La troisième partie a pour but d'étudier ces comportements de préférence pour le pouvoir chez des décideurs dans le cadre du monde synthétique d'Eve Online qui, nous l'observons, constitue à ce titre un bon substitut au laboratoire. De manière contre intuitive, nos observations montrent que les décideurs du monde virtuel ne manifestent pas plus de préférence pour le pouvoir que les autres sujets. / The goal of this thesis is to study preference for power from its definition to laboratory and field experiments. We construct this thesis around three questions: What are power and preference for power ? How to identify this preference and how to distinguish it from other social preferences ? What are the elements, experimental conditions and settings that have an impact on it ? We define power as a dispositional capacity. Hence, preference for power is a formalized version of the power motive and we distinguish four types: pure or instrumental preference for potential or effective power. In the second part of this thesis, we design a model of power and we test it in the laboratory. We identify the four types of preference for power which is the central result of this work. Then, we show that treatment effects are almost nonexistent whereas we find a strong gender effect. We finally measure this preference and find a strong correlation between pure preference for potential power and for effective power. The aim of the third part is to study this behavior in a decision maker population of the Eve Online synthetic world. We first show that field experiments in Eve Online are a good proxy for the lab. We then observe that decision makers don't manifest a stronger preference for power that other subjects.
78

Um modelo para interoperabilidade entre instituições heterogêneas / A Model for Interoperability between Heterogeneous Institutions

Cláudia Josimar Abrão de Araújo 07 December 2012 (has links)
A interação entre instituições heterogêneas tem sido cada vez mais necessária para obter e disponibilizar informações e serviços para seus usuários internos e externos. Esta interação tem sido sustentada principalmente pelo uso das novas tecnologias da informação e comunicação. A interoperabilidade entre instituições heterogêneas garante esta interação e proporciona vários benefícios como, por exemplo, utilizar toda a plataforma legada das instituições e ainda permitir a interação entre os sistemas. Entretanto, para que esta interoperabilidade seja possível é necessária a definição de conceitos comuns que padronizam e orientam as interações entre as instituições. Através destes conceitos comuns, as instituições podem trocar informações entre si e ainda manter sua independência e as particularidades em seus sistemas internos. Em nosso trabalho, propomos um Modelo para Interoperabilidade entre Instituições Heterogêneas (MIIH). A especificação das regras de interação e, especificamente, os protocolos de interoperabilidade entre as instituições são escritas usando JamSession, que é uma plataforma para a coordenação de serviços de software heterogêneos e distribuídos. O modelo também define uma arquitetura baseada em Artefatos do Conhecimento Institucionais para lidar com as conexões com os sistemas das instituições. Estes Artefatos do Conhecimento Institucionais são baseados no conceito geral de Artefatos do Conhecimento, ou seja, \"objetos que contêm e transmitem uma representação utilizável do conhecimento\". Os Artefatos do Conhecimento Institucionais são padrões arquitetônicos recorrentes que são observados no projeto de mecanismos de interoperabilidade para conectar instituições heterogêneas e são usados como uma descrição de alto nível da arquitetura para um projeto de sistema. Eles funcionam como padrões arquiteturais pré-concebidos que norteiam e padronizam as interações e, portanto, a interoperabilidade organizacional e semântica entre as instituições. Os Artefatos do Conhecimento Institucionais são fundamentados sobre uma ontologia de conceitos relevantes para os serviços destas instituições, cujo nível de abstração pode variar, dependendo do nível de integração necessário para as instituições - quanto mais sofisticada a interação, mais detalhes devem ser representados explicitamente na ontologia. Os Artefatos do Conhecimento Institucionais implementados também se comunicam com a camada de interação com o usuário, baseada em mundos virtuais, para garantir a comunicação adequada com estes usuários. Além do modelo conceitual proposto, apresentamos como resultado deste trabalho, um exemplo de uso do MIIH no contexto das instituições relacionadas à herança cultural (museus, galerias, colecionadores, etc.). Tendo reconhecido que este contexto dos museus é importante para toda a sociedade, verificamos mais profundamente o funcionamento dos museus e suas interações entre si e com seus usuários. Identificamos neste cenário a aplicação direta de nosso projeto, uma vez que a interoperabilidade entre os museus é fundamental para o desempenho de suas funções e a interoperabilidade com seus usuários define a razão de sua existência, conforme identificamos na definição de museu apresentada pela UNESCO. Este exemplo de uso é construído seguindo a metodologia proposta neste trabalho e serve para mostrar a utilização do nosso modelo no desenvolvimento de uma aplicação concreta para uso em instituições de arte e também por seus usuários. / Heterogeneous institutions interactions have increasingly been required to obtain and provide information and services to their internal and external users. This interaction has been sustained mainly by the use of new information and communication technologies. Interoperability between heterogeneous institutions ensures this interaction and provides various benefits such as, use the legacy platforms of the institutions and still allow the interaction between their systems. However, to make this interoperability possible it is necessary to define common concepts that standardize and guide the interactions between institutions. Through these common concepts, institutions can exchange information with each other and maintain the independence and particularities in their internal systems. In our work, we propose a Model for Interoperability between Heterogeneous Institutions (MIHI). The specification of the interaction rules and specifically the protocols for interoperability between institutions are written using JamSession, which is a platform for the coordination of heterogeneous and distributed software services. The model also defines an architecture based on Institutional Knowledge Artifacts to handle the connections to the systems of the institutions. These Institutional Knowledge Artifacts are based on the general concept of Knowledge Artifacts, i.e., \"objects that convey and hold usable representation of knowledge\". The Institutional Knowledge Artifacts are recurring architectural patterns that are observed in the design of mechanisms for interoperability to connect heterogeneous institutions and are used as a high-level description of the architecture for a system design. They function as pre-designed architectural patterns that guide and standardize the interactions and therefore the organizational and semantic interoperability between institutions. The Institutional Knowledge Artifacts are based on ontology of concepts relevant to these services institutions whose level of abstraction can vary, depending on the level of integration necessary for institutions - the more sophisticated interaction, more details should be represented explicitly in the ontology. The Institutional Knowledge Artifacts implemented also communicate with the use interface layer, based on virtual worlds, to ensure proper communication with these users. Besides the proposed conceptual model, we present as a result of this work, an example of the use of MIIH in the context of institutions related to cultural heritage (museums, galleries, collectors, etc.). Having recognized that the context of museums is important for the society, we studied more deeply the operation of museums and their interactions with each other and their users. We identified in this scenario the direct application of our project, since interoperability among museums is vital to the performance of its functions and interoperability with its users define the reason for its existence, as we verified in the definition of museum presented by UNESCO. This example of use is constructed following the methodology proposed in this work and serves to show the use of our model in the development of a practical application for use in art institutions and also by its users.
79

The User Experience of Disney Infinity: Do Smart Toys Matter?

Welch, Shelly 01 January 2015 (has links)
This study investigated what factors come into play when looking at the user experience involved with the commercial video game Disney Infinity (2.0 Edition), and sought to determine if the unique combination between sandbox and smart toy based gameplay present in gameplay offers an additional level of immersion. This study analyzed the effect of Disney Infinity (2.0 Edition) on immersion utilizing a Game Immersion Questionnaire modified to analyze play preference as well as video game experience. The study methodology analyzed 48 users while playing in "Toy Box" mode both with and without the associated smart toys, or Disney characters. Results show that while there was no significant difference in immersion for either group, nor were there any significant correlations between variables, there was a preference for playing the game with the associated smart toys in both groups. Recommendations were made for continued research building on modifications to this study as well as future research exploring the potential for smart toys in other areas.
80

The Impact of User-Generated Interfaces on the Participation of Users with a Disability in Virtual Environments: Blizzard Entertainment's World of Warcraft Model

Merritt, Donald 01 January 2015 (has links)
When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface addons to manage their experience and identity performance in the game. A rubric was also created to study a selection of addons for evidence of the principles of Universal Design for Learning (UDL). The study found that World of Warcraft players with disabilities do not use addons more than able-bodied players, but some of the most popular addons do exhibit many or most of the principles of UDL. UDL principles appear to have emerged organically from addon iterations over time. The study concludes by suggesting that the same approach to user-generated content for the game interface taken by the creators of World of Warcraft, as well as high user investment in the environment, can lead to more accessible virtual world learning environments in the future.

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