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1

Atimoyoo, Ryan Scott. "Creative freedom in developing technologies." Thesis, University of British Columbia, 2016. http://hdl.handle.net/2429/57730.

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This paper and the web series, “Paradox” explores the research question “In what capacity do higher end tools affect innovation and creative freedom within low to no-budget filmmaking?” Initially, I had high hopes of producing a feature film I wrote previously titled “Blood Brothers” for the requirements of writing and directing a project for my Masters of Fine Art in Film Production and Creative Writing. I set out with a clear and direct path and felt fortunate to have learned so much through the writing portion of this program, which in turn, enabled me to further develop my storytelling skills. Repeated funding rejections forced me to evaluate backup options and so, during my first year in the program, I shot the first episode of “Paradox.” My whole time at UBC was a creative journey unlike anything I had encountered previously. Winning a chance to direct a Crazy 8, a separately funded Canada Council Short film entitled “Mahcimanitonahk- The Devil Dwelling” which was developed throughout Peggy Thompson’s screenwriting class, employment as a VFX Editor at FuseFX and 7 days of shooting Blood Brothers brought together a host of questions and answers of which I had no previous knowledge. As such, I would say that higher end tools greatly affect creative freedom and innovation within low to no-budget filmmaking with stipulations. In my experience, initial ideas evolve through testing both high-end gear and software allowing deviations to create a more efficient filmmaker.
Arts, Faculty of
Graduate
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2

Pinchbeck, Daniel Mcguire. "Story as a function of gameplay in First Person Shooters and an analysis of FPS diegetic content, 1998-2007." Thesis, University of Portsmouth, 2009. https://researchportal.port.ac.uk/portal/en/theses/story-as-a-function-of-gameplay-in-first-person-shooters-and-an-analysis-of-fps-diegetic-content-19982007(ae0dcf2e-43a0-4549-973f-340c88ba4815).html.

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The relationship between game content and gameplay remains underexplored. High level debate about the relative narrativity of games remains common, but there is a gap in the understanding about the particularities of how diegetic objects relates to the business of managing player experience and behaviour at the heart of gameplay. The first half of this thesis proposes a new model for understanding gameplay as a network of affordance relationships which define supported actions. The theoretical focus upon supported actions rather than object characteristics enables a better understanding of the framework of gameplay created by a complex system of interrelated objects. In particular, it illustrates how the essential ludic structure of first-person games can be described in very simple terms, thus defining a discontinuity between complexity of experience and simplicity of structure. It is proposed that story is a primary means of managing this discontinuity to provide an immersive and seamless experience. Traditional models of narrative and interactive narrative are discussed to illustrate the problems of attempting to apply them directly to gameplay, and this is summarised in a discussion of the narratology/ludology debate. Instead, a new conceptualisation of narrative, drawn from the use of narrative as a model and metaphor in psychology, and based on schema theory is offered. It is argued that this new, game-specific conceptualisation - of a network of protonarrative units - maps efficiently and effectively onto the affordance model of gameplay and thus resolves the historical problem. In the second half of the thesis, evidence is offered to support the argument that not only can story be understood as a form of affordance, but that by examining commercial FPS titles, it is clear that story is used to manipulate player behaviour - that it serves a distinct gameplay function. This is achieved by analysing core elements of story: worlds and their populations; the avatar as a key device in managing the player/system relationship; and plot as the predetermined changes to object relationships over the course of a game. It is concluded that when gameplay is understood as a network of affordances, and story as a network of proto narrative units, and when the genre is analysed with this model in mind, not only is an understanding of the gameplay function of story evident, but this analysis yields a deeper level of understanding about the nature of FPS games and gameplay than has previously been available.
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Powell, Wendy. "Virtually walking : factors influencing walking and perception of walking in treadmill-mediated virtual reality to support rehabilitation." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/virtually-walking(1c81024c-8242-45fb-8ca1-6c74b1a1956c).html.

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Psychomotor slowing, and in particular slow walking, is a common correlate of illness or injury, and often persists long after the precipitating condition has improved. Since slow walking has implications for long term physical and social wellbeing, it is important to find ways to address this issue. However, whilst it is well established that exercise programmes are good approaches to increase movement speed, adherence to therapy remains poor. The main reasons for this appear to be pain and lack of interest and enjoyment in the exercise. Virtual Rehabilitation combines physical therapy with Virtual Reality (VR). This is a rapidly growing area of health care, which seems to offer a potential solution to these issues, by offering the benefits of increased patient engagement and decreased perception of pain. However, the question of how to encourage patients to increase their walking speed whilst interacting with VR has remained unanswered. Moreover, to maximise the benefits of this type of therapy, there needs to be a greater understanding of how different factors in treadmill-mediated VR can facilitate (or hinder) optimal walking. Therefore this thesis investigated the factors influencing walking and perception of walking in treadmill-mediated VR, using a series of empirical investigations to determine the effect of a variety of factors in VR, which can then be applied in a clinical setting. A review of the literature identified that high contrast stereoscopic virtual environments, calibrated to real-world dimensions, with a wide field of view and peripheral visual cues, are likely to facilitate accurate self-motion perception. Empirical studies demonstrated that decreasing the visual gain (ratio of optic flow to walk speed) in VR can lead to a sustained increase in walk speed. However, these lower rates of visual gain are likely to be perceived as unrealistic, and may decrease immersion. Further investigation demonstrated that there is a range of visual gain which is perceived as acceptably normal, although even the lower bound of this acceptable gain is still higher than the optimum gain for facilitating faster movements. Thus there is a trade-off between visual gain for realistic perception, and visual gain for improved walking speeds. Therefore other components that can improve walking speed need to be identified, particularly for those applications where reduction of the visual gain is undesirable. Further empirical studies demonstrated that fast audio cues (125% of baseline cadence), in the form of a footstep sound, can increase the walk speed without disrupting the natural walk ratio. This effect was demonstrated in healthy populations, and also shown to be evident in a group of patients with chronic musculoskeletal pain. It was noted that in all the studies comparing a pain and non-pain group, the pain group walked more slowly across all conditions. Additional empirical studies demonstrated that the use of self-paced treadmills for interfacing with VR was found to be associated with somewhat lower baseline walk speeds than normal overground walking, although the self-paced treadmills preserved the normal walk ratio. This slowing of walking and preservation of walk ratio was seen in both healthy participants and also in participants with chronic musculoskeletal pain. Therefore, whilst self-paced treadmills can support natural walking, additional factors need to be considered if treadmill-mediated VR is to be used to facilitate the increase in walking speeds desirable for rehabilitation. Thus designing VR for rehabilitation is likely to involve consideration of a number of factors, and making individualised design decision based on specific therapeutic goals.
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Li, Hongyi. "Robust control design for vehicle active suspension systems with uncertainty." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/robust-control-design-for-vehicle-active-suspension-systems-with-uncertainty(5f7f911c-288e-4868-b82b-154598d5b6d8).html.

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A vehicle active suspension system, in comparison with its counterparts, plays a crucial role in adequately guarantee the stability of the vehicle and improve the suspension performances. With a full understanding of the state of the art in vehicle control systems, this thesis identifies key issues in robust control design for active suspension systems with uncertainty, contributes to enhance the suspension performances via handling tradeoffs between ride comfort, road holding and suspension deflection. Priority of this thesis is to emphasize the contributions in handing actuator-related challenges and suspension model parameter uncertainty. The challenges in suspension actuators are identified as time-varying actuator delay and actuator faults. Time-varying delay and its effects in suspension actuators are targeted and analyzed. By removing the assumptions from the state of the art methods, state-feedback and output-feedback controller design methods are proposed to design less conservative state-feedback and output-feedback controller existence conditions. It overcomes the challenges brought by generalized timevarying actuator delay. On the other hand, a novel fault-tolerant controller design algorithm is developed for active suspension systems with uncertainty of actuator faults. A continuous-time homogeneous Markov process is presented for modeling the actuator failure process. The fault-tolerant H∞ controller is designed to guarantee asymptotic the stability, H∞ performance, and the constrained performance with existing possible actuator failures. It is evident that vehicle model parameter uncertainty is a vital factor affecting the performances of suspension control system. Consequently, this thesis presents two robust control solutions to overcome suspension control challenges with nonlinear constraints. A novel fuzzy control design algorithm is presented for active suspension systems with uncertainty. By using the sector nonlinearity method, Takagi-Sugeno (T-S) fuzzy systems are used to model the system. Based on Lyapunov stability theory, a new reliable fuzzy controller is designed to improve suspension performances. A novel adaptive sliding mode controller design approach is also developed for nonlinear uncertain vehicle active suspension systems. An adaptive sliding mode controller is designed to guarantee the stability and improve the suspension performances. In conclusion, novel control design algorithms are proposed for active suspension systems with uncertainty in order to guarantee and improve the suspension performance. Simulation results and comparison with the state of the art methods are provided to evaluate the effectiveness of the research contributions. The thesis shows insights into practical solutions to vehicle active suspension systems, it is expected that these algorithms will have significant potential in industrial applications and electric vehicles industry.
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Eyles, Mark. "An investigation of ambient gameplay." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/an-investigation-of-ambient-gameplay(323edcb3-ad44-4db1-ac15-dfacdc3b1d3a).html.

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Inspired by Brian Eno's ambient music, which is persistent and supports different levels of engagement, this research explores ambient gameplay in computer, video and pervasive games. Through the creation of original games containing ambient gameplay and looking for ambient gameplay in existing commercial games, this research focuses on gameplay that supports a range of depths of player engagement. This research is not concerned with ambient intelligent environments or other technologies that might support ambience, but focusses on gameplay mechanisms. The definition of ambient music is used as a starting point for developing a tentative set of properties that enable ambient gameplay. A game design research methodology is initially used. Two very different research games, Ambient Quest (using pedometers) and Pirate Moods (using RFID, radio-frequency identification, technology) are analysed. The resulting qualitative ambient gameplay schema contains themes of persistence, discovery, engagement, invention, ambiguity and complexity. In order to confirm the wider applicability of this result a case study of an existing commercial game, Civilization IV, is undertaken. Ambient gameplay properties of engagement, complexity, abstraction, persistence and modelessness identified in Civilization IV, and other commercial games, are combined with the ambient gameplay schema to develop a definition of ambient gameplay. This definition is the basis for a set of investigative lenses (lenses of persistence, attention, locative simultaneity, modelessness, automation and abstraction) for identifying ambient gameplay. This research creates a deeper understanding of computer games and hence gives game designers new ways of developing richer gameplay and gives games researchers new ways of viewing and investigating games.
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Ju, Zhaojie. "A fuzzy framework for human hand motion recognition." Thesis, University of Portsmouth, 2010. https://researchportal.port.ac.uk/portal/en/theses/a-fuzzy-framework-for-human-hand-motion-recognition(ab9117f6-f66a-421f-90b5-d8308ce4fe26).html.

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Unconstrained human hand motions consisting of grasp motion and inhand manipulation lead to a fundamental challenge that many recognition algorithms have to face, in both theoretical and practical development, mainly due to the complexity and dexterity of the human hand. The main contribution of this thesis is a novel fuzzy framework of three proposed recognition algorithms. This consists of extended Time Clustering (TC), Fuzzy Gaussian Mixture Model (FGMM) and Fuzzy Empirical Copula (FEC), using numerical values, Gaussian pattern and data dependency structure respectively in the context of optimal real-time human hand motion recognition. First of all, a fuzzy time-modeling approach, TC, is proposed based on fuzzy clustering and Takagi-Sugeno modeling with a numerical value as output. The extended TC is not only capable of learning repeated motions from the same subject but also can effectively model similar motions from various subjects. The recognition algorithm itself can identify the start point and end point of the testing motion. It is applicable to motion planning directly transfered from the recognition result. Secondly, FGMMis developed to effectively extract abstract Gaussian patterns to represent components of hand gestures with a fast convergence. The dissimilarity function in fuzzy C-means, which maintains the exponential relationship between membership and distance, is refined for FGMM with a degree of fuzziness in terms of the membership grades. Not only does it possess non-linearity but it also offers the characteristic of computationally inexpensive convergence. It is applicable to applications which have a small model storage space and require a method to generate the desired trajectory. Thirdly, FEC is proposed by integrating the fuzzy clustering by local approximation of memberships with Empirical Copula (EC). To save the computational cost, fuzzy clustering reduces the required sampling data and maintains the interrelations before data dependence structure estimation takes over. FEC utilizes the dependence structure among the finger joint angles to recognize the motion type. It is capable of effectively recognizing human handmotions for both single subject andmultiple subjects with a few training samples. It can be used in applications requiring high recognition rate and no desired trajectory with limited training samples. All the proposed algorithms have been evaluated on a wide range of scenarios of human hand recognition: a) datasets including 13 grasps and 10 in-hand manipulations; b) single subject and multiple subjects. c) varying training samples. The experimental results have demonstrated that all the proposed methods in the framework outperform Hidden Markov Model (HMM) and Gaussian Mixture Model (GMM) in terms of both effectiveness and efficiency criteria.
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Khoury, Mehdi. "A fuzzy probabilistic inference methodology for constrained 3D human motion classification." Thesis, University of Portsmouth, 2010. https://researchportal.port.ac.uk/portal/en/theses/a-fuzzy-probabilistic-inference-methodology-for-constrained-3d-human-motion-classification(74f66479-a548-400c-a6cc-8f44bf996cb0).html.

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Enormous uncertainties in unconstrained human motions lead to a fundamental challenge that many recognising algorithms have to face in practice: efficient and correct motion recognition is a demanding task, especially when human kinematic motions are subject to variations of execution in the spatial and temporal domains, heavily overlap with each other,and are occluded. Due to the lack of a good solution to these problems, many existing methods tend to be either effective but computationally intensive or efficient but vulnerable to misclassification. This thesis presents a novel inference engine for recognising occluded 3D human motion assisted by the recognition context. First, uncertainties are wrapped into a fuzzy membership function via a novel method called Fuzzy Quantile Generation which employs metrics derived from the probabilistic quantile function. Then, time-dependent and context-aware rules are produced via a genetic programming to smooth the qualitative outputs represented by fuzzy membership functions. Finally, occlusion in motion recognition is taken care of by introducing new procedures for feature selection and feature reconstruction. Experimental results demonstrate the effectiveness of the proposed framework on motion capture data from real boxers in terms of fuzzy membership generation, context-aware rule generation, and motion occlusion. Future work might involve the extension of Fuzzy Quantile Generation in order to automate the choice of a probability distribution, the enhancement of temporal pattern recognition with probabilistic paradigms, the optimisation of the occlusion module, and the adaptation of the present framework to different application domains.
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Mzenda, Bongile. "Computational intelligence margin models for radiotherapeutic cancer treatment." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/computational-intelligence-margin-models-for-radiotherapeutic-cancer-treatment(c91a87fd-a7af-416d-9336-ada908feda33).html.

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The derivation of margins for use in external beam radiotherapy involves a complex balance between ensuring adequate tumour dose coverage that will lead to cure of the cancer whilst sufficiently sparing the surrounding organs at risk (OARs). The treatment of cancer using ionising radiation is currently witnessing unprecedented levels of new treatment techniques and equipment being introduced. These new treatment strategies, with improved imaging during treatment, are aimed at improved radiation dose conformity to dynamic targets and better sparing of the healthy tissues. However, with the adoption of these new techniques for radiotherapy, the validity of the continued use of recommended statistical model based margin formulations to calculate the treatment margins is now being questioned more than ever before. To derive margins for use in treatment planning which address present shortcomings, this study utilised novel applications of fuzzy logic and neural network techniques to the PTV margin problem. As an extension of this work a new hybrid fuzzy network technique was also adopted for use in margin derivation, a novel application of this technique which required new rule formulations and rule base manipulations. The new margin models developed in this study utilised a novel combination of the radiotherapy errors and their radiobiological effects which was previously difficult to establish using mathematical methods. This was achieved using fuzzy rules and neural network input layers. An advantage of the neural network procedure was that fewer computational steps were needed to calculate the final result whereas the fuzzy based techniques required a significant number of iterative computational steps including the definition of the fuzzy rules and membership functions prior to computation of the final result. An advantage of the fuzzy techniques was their ability to use fewer data points to deduce the relationship between the output and input parameters. In contrast the neural network model requires a large amount of training data. The previously stated limitations of currently recommended statistical techniques were addressed by application of the fuzzy and neural network models. A major advantage of the computational intelligence methods from this study is that they allow the calculation of patient-specific margins. Radiotherapy planning currently relies on the use of ‘one size fits all’ class solutions for margins for each tumour site and with the large variability in patient physiology these margins may not be suitable for use in some cases. The models from this study can be applied to other treatment sites, including brain, lung and gastric tumours.
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Smart, Edward. "Detecting abnormalities in aircraft flight data and ranking their impact on the flight." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/detecting-abnormalities-in-aircraft-flight-data-and-ranking-their-impact-on-the-flight(d9678b70-41e6-459a-82fb-ba2d12a0f971).html.

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To the best of the author’s knowledge, this is one of the first times that a large quantity of flight data has been studied in order to improve safety. A two phase novelty detection approach to locating abnormalities in the descent phase of aircraft flight data is presented. It has the ability to model normal time series data by analysing snapshots at chosen heights in the descent, weight individual abnormalities and quantitatively assess the overall level of abnormality of a flight during the descent. The approach expands on a recommendation by the UK Air Accident Investigation Branch to the UK Civil Aviation Authority. The first phase identifies and quantifies abnormalities at certain heights in a flight. The second phase ranks all flights to identify the most abnormal; each phase using a one class classifier. For both the first and second phases, the Support Vector Machine (SVM), the Mixture of Gaussians and the K-means one class classifiers are compared. The method is tested using a dataset containing manually labelled abnormal flights. The results show that the SVM provides the best detection rates and that the approach identifies unseen abnormalities with a high rate of accuracy. Furthermore, the method outperforms the event based approach currently in use. The feature selection tool F-score is used to identify differences between the abnormal and normal datasets. It identifies the heights where the discrimination between the two sets is largest and the aircraft parameters most responsible for these variations.
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Dansey, Neil. "A grounded theory of emergent benefit in pervasive game experiences." Thesis, University of Portsmouth, 2013. https://researchportal.port.ac.uk/portal/en/theses/a-grounded-theory-of-emergent-benefit-in-pervasive-game-experiences(8dbbf795-4917-4a7a-9c12-0d0ce7ac57e7).html.

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The phenomenon of pervasive games is a relatively new and unexplored area of games research. These are games that, unlike card, computer, or board games, incorporate elements from outside the perceived boundaries of play, in order to blur the line between reality and fiction and make the game feel more ‘real’. This thesis investigates the player experience of pervasive games, using a novel approach that is informed by the methodology of Glaserian Grounded Theory (Glaser 1978; 1998) in order to clarify understanding and explore issues that players of pervasive games would be likely to encounter. Following a discussion of various themes such as player interpretation, creative play, ambiguity in games and the ‘magic circle of play’, and guided by the preparatory work of the researcher, SF0 (www.sf0.org) is identified as a particularly suitable example of a pervasive game to use for an in-depth study. 24 players of SF0 are interviewed about the gameplay process, and their responses are analysed using the methods implied by Grounded Theory. A theory evolves regarding their experiences, namely that SF0 is providing the means and motive to take part in everyday activities that they somehow could not, or might not, have done before. In particular, SF0 is helping players to be artistic, outgoing and wise. Informed by the methodology, no formal literature review is conducted prior to the main study, therefore the literature is mainly consulted after theory generation in order to more widely situate the results in the context of games literature. Real-world benefit, such as that promoted by ‘serious games’, appears to be emerging from the gameplay in SF0, despite SF0 not appearing to be marketed as a serious game. This unexpected outcome is discussed in terms of implicit rules (Salen & Zimmerman, 2004), player satisfaction, knowledge transfer, and emergence (Johnson, 2001). It is suggested that one explanation for this outcome is the positive attitude SF0 holds towards contradictions in implicit rules which occur from player-to-player. It is recommended that the future study of emergent benefit in games should not be limited to the games overtly labelled as serious games.
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Powell, Vaughan. "Visual properties of virtual target objects : implications for reaching and grasping tasks in a virtual reality rehabilitation context." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/visual-properties-of-virtual-target-objects(dce47af9-e0aa-482a-96a1-b12c6de746b6).html.

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Shoulder dysfunction is common and accounts for around four million days of sick leave in the UK each year. Treatment approaches aim to reduce pain, and improve range of motion (ROM). However, patient adherence to therapeutic regimes is poor, partly due to pain avoidance behaviour and lack of engaging therapeutic exercises. Virtual rehabilitation is an area of healthcare which combines physical therapy with virtual reality (VR). It has been shown to facilitate patient engagement and reduce pain perception. Reaching and grasping tasks are well suited to VR applications, and there are a number of studies using VR to explore upper limb motion. However, current approaches for evaluating active shoulder rotation are problematic. A functional test known as Apley’s scratch test could potentially be adapted with magnetic motion tracking, to provide an objective proxy rotation measure to assess changes in ROM in a VR context. An empirical study demonstrated that active rotational movements of the shoulder could be successfully tracked in VR, and that there was evidence of pain suppression during the motion tasks. In addition, head tracking for patients with shoulder and neck pain, was addressed using a novel eye-hand tracking approach. In addition, observations of participants revealed aberrant motion patterns that could compromise rehabilitation outcomes. Despite providing depth cues in the VE itself, analysis suggested that a number of participants remained unsure of the spatial location of the target object which would lead to suboptimal movement behaviour. It was hypothesised that target object geometry may have a particular role in distance judgments, such that a simple icosahedron would provide richer cues with lower computational demand than commonly used spheres or detailed realistic modelled geometry. It was also proposed that providing a proximity cue using exaggerated brightness changes might improve the ability to locate and grasp the object in virtual space. Empirical studies demonstrated that the sphere had a significantly higher duration of time-to-target required in the terminal phase of reaching. Furthermore they demonstrated that a simple icosahedron was more effectively located in virtual space than the sphere object, and performed as well as a more computationally complex “realistic” model. The introduction of richer visual cues only in the terminal phase of reaching was ineffective as was the use of brightness as a proximity cue demonstrating that the use of richer geometry cues throughout was more influential. Nevertheless whilst target object geometry can facilitate spatial perception and influence reaching and grasping task performance, it was not associated with a reduction in arm elevation rigid system behaviour, suggesting other factors still warrant further investigation. This thesis demonstrates that the visual properties of the VE component of a VR system, and specifically the target objects within it, should be taken into consideration when designing spatial perception or reaching tasks in VR, especially within a rehabilitation context.
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O'Neill, Michael. "Digital spray : Channel 4, innovation and youth programming in the age of new technologies." Thesis, University of Portsmouth, 2013. https://researchportal.port.ac.uk/portal/en/theses/digital-spray(d74cb5cb-3b07-419c-b544-99a567070158).html.

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This thesis provides an analysis of youth television, digital content and Channel 4-as-public service broadcaster and has three primary aims. Firstly, the thesis aims to provide a series of "forgotten histories", offering a corrective to pre-existing narratives surrounding Channel 4, extensively utilising untapped resources (the Channel 4 Press Packs), along with a collection of digital archive materials. This is done in order to re-evaluate the broadcaster's purpose, strategies and programming at a vital moment in its history, using these neglected moments to interrogate Channel 4's current relationship with youth audiences and content. Secondly, the thesis aims to reframe Channel 4's history through the lens of its youth provision, as the targeting of this demographic was seen as the "least worst" way of balancing its role as public service publisher and commercial corporation. This choice is discussed regarding the long-term impact upon Channel 4's identity and strategy, whilst offering a nuanced conceptualisation of what constitutes “youth” and how Channel 4 addressed it. Lastly, I aim to introduce a series of original conceptual frameworks in order to illustrate Channel 4's longstanding lack of consistency in terms of commissioning, promotion and organisational strategy, culminating in the use of the term spray. Spray encapsulates both the post-broadcast fluidity within British broadcasting, as well as Channel 4's chaotic and transitory strategic choices as it grapples with its historical identity and purpose. This thesis highlights the contradictory nature of Channel 4, with its opposing remit obligations of public service innovation and commercial viability, with the disparity between its promotional rhetoric and the production reality being pronounced. Through discussion of critically ignored content and programming strands, “forgotten histories” are produced in order to understand contemporary broadcasting, whilst extrapolating its future direction. The thesis also articulates the uneven and variable impact of new media consumption practices, promotional strategies and technological innovation upon both Channel 4 and its current (and future) audiences through the deployment of original conceptual frameworks and extensive analysis of Channel 4's multiplatform/digital policy.
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Beck, Aryel. "Perception of emotional body language displayed by animated characters." Thesis, University of Portsmouth, 2011. https://researchportal.port.ac.uk/portal/en/theses/perception-of-emotional-body-language-displayed-by-animated-characters(1e1ab3cb-a5eb-453a-8ee4-d432997aeb93).html.

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Virtual Environments have demonstrated effectiveness for social task training such as medical training (Anolli, Vescovo, Agliati, Mantovani, & Zurloni, 2006). These types of Virtual Environments have used emotional animated characters. Even though emotions have a strong influence on human-human interactions (Gratch, Mao, & Marsella, 2006), typical system evaluation does not assess whether human and animated emotional displays are perceived similarly by observers. Moreover, the Uncanny Valley, which is a drop in believability as characters become more realistic, threatens the assumption that emotions displayed by an animated character and a human would be interpreted similarly. Thus, it is not known how appropriate the perception to a realistic emotional animated character is. This issue is especially important for social task training which require animated characters to be perceived as social and emotional partners so that trainees would be confronted with situations comparable to real life ones. Using an approach similar to the one proposed by Nass & Moon (2000) in their work on the Media Equation, this thesis investigates how emotional body language displayed by animated characters is interpreted. A psychological experiment was conducted to investigate if emotional body language would be an appropriate way for animated characters to display emotion. This was done by comparing the interpretation of emotional body language displayed by animated characters with that by real actors. The results showed that animated body language can be accurately interpreted. However, the videos of the actor were found to be more emotional, more believable and more natural than the animated characters, whilst displaying the same emotional body language. Moreover, there was a significant difference in the number of correctly interpreted negative emotions displayed. Although, there was not a difference for positive emotions. This could be due to the physical appearance of the animated character or to the loss of micro-gestures inherent to Motion Capture technology. Thus, a second comparative study was conducted to investigate the potential causes for this drop in believability and recognition. It investigated the effect of changing the level of physical realism of the animation as well as deteriorating the quality of the emotional body language itself. Whilst no effect was found regarding the deterioration of the emotional body language, the results show that the videos of the Actor were found to be more emotional, more believable and more natural than the two animated characters. These findings have strong implications for the use of Virtual Environments for social task training.
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Dappert, Angela. "DePICT : a conceptual model for digital preservation." Thesis, University of Portsmouth, 2013. https://researchportal.port.ac.uk/portal/en/theses/depict(1c00d04a-7588-4745-be94-1ee1a73b51ee).html.

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Digital Preservation addresses a significant threat to our cultural and economic foundation: the loss of access to valuable and, sometimes, unique information that is captured in digital form through obsolescence, deterioration or loss of information of how to access the contents. Digital Preservation has been defined as “The series of managed activities necessary to ensure continued access to digital materials for as long as necessary” (Jones, Beagrie, 2001/2008). This thesis develops a conceptual model of the core concepts and constraints that appear in digital preservation - DePICT (Digital PreservatIon ConceptualisaTion). This includes a conceptual model of the digital preservation domain, a top-level vocabulary for the concepts in the model, an in-depth analysis of the role of digital object properties, characteristics, and the constraints that guide digital preservation processes, and of how properties, characteristics and constraints affect the interaction of digital preservation services. In addition, it presents a machine-interpretable XML representation of this conceptual model to support automated digital preservation tools. Previous preservation models have focused on preserving technical properties of digital files. Such an approach limits the choices of preservation actions and does not fully reflect preservation activities in practice. Organisations consider properties that go beyond technical aspects and that encompass a wide range of factors that influence and guide preservation processes, including organisational, legal, and financial ones. Consequently, it is necessary to be able to handle ‘digital’ objects in a very wide sense, including abstract objects, such as intellectual entities and collections, in addition to the files and sets of files that create renditions of logical objects that are normally considered. In addition, we find that not only the digital objects' properties, but also the properties of the environments in which they exist, guide digital preservation processes. Furthermore, organisations use risk-based analysis for their preservation strategies, policies and preservation planning. They combine information about risks with an understanding of actions that are expected to mitigate the risks. Risk and action specifications can be dependent on properties of the actions, as well as on properties of objects or environments which form the input and output of those actions. The model presented here supports this view explicitly. It links risks with the actions that mitigate them and expresses them in stakeholder specific constraints. Risk, actions and constraints are top-level entities in this model. In addition, digital objects and environments are top-level entities on an equal level. Models that do not have this property limit the choice of preservation actions to ones that transform a file in order to mitigate a risk. Establishing environments as top-level entities enables us to treat risks to objects, environments, or a combination of both. The DePICT model is the first conceptual model in the Digital Preservation domain that supports a comprehensive, whole life-cycle approach for dynamic, interacting preservation processes, rather than taking the customary and more limited view that is concerned with the management of digital objects once they are stored in a long-term repository.
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Alemu, Getaneh. "A theory of digital library metadata : the emergence of enriching and filtering." Thesis, University of Portsmouth, 2014. https://researchportal.port.ac.uk/portal/en/theses/a-theory-of-digital-library-metadata(cdfbda48-3a8b-4fe9-afef-a8a7e3531253).html.

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The ever increasing volume and diversity of information objects, technological advances and rising user expectations is causing libraries to face challenges in adequately describing information objects so as to improve the findability and discoverability of these objects by potential end users. Taking these present metadata challenges into account, this thesis inductively explores and develops overarching concepts and principles that are pertinent within both current standards-based and emerging metadata approaches. Adopting a Constructivist Grounded Theory Method, this thesis conducted in-depth interviews with 57 purposefully selected participants, comprised of practising librarians, researchers, metadata consultants and library users. The interview data was analysed using three stages of iterative data analysis: open coding, focused coding and theoretical coding. The analysis resulted in the emergence of four Core Categories, namely, metadata Enriching, Linking, Openness and Filtering. Further integration of the Core Categories resulted in the emergence of a theory of digital library metadata; The Theory of Metadata Enriching and Filtering. The theory stipulates that metadata that has been enriched, by melding standards-based (a priori) and socially-constructed (post-hoc) metadata, cannot be optimally utilised unless the resulting metadata is contextually and semantically linked to both internal and external information sources. Moreover, in order to exploit the full benefits of such linking, metadata must be made openly accessible, where it can be shared, re-used, mixed and matched, thus reducing metadata duplication. Ultimately, metadata that has been enriched (by linking and being made openly accessible) should be filtered for each user, via a flexible, personalised, and re-configurable interface. The theory provides a holistic framework demonstrating the interdependence between expert curated and socially-constructed metadata, wherein the former helps to structure the latter, whilst the latter provides diversity to the former. This theory also suggests a conceptual shift from the current metadata principle of sufficiency and necessity, which has resulted in metadata simplicity, to the principle of metadata enriching where information objects are described using a multiplicity of users’ perspectives (interpretations). Central to this theory is the consideration of users as pro-active metadata creators rather than mere consumers, whilst librarians are creators of a priori metadata and experts at providing structure, granularity, and interoperability to post-hoc metadata. The theory elegantly delineates metadata functions into two: enriching (metadata content) and filtering (interface). By providing underlying principles, this theory should enable standards-agencies, librarians, and systems developers to better address the changing needs of users as well as to adapt themselves to recent technological advances.
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Fishenden, Jerry. "Interactive digital technologies and the user experience of time and place." Thesis, De Montfort University, 2013. http://hdl.handle.net/2086/9023.

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This research examines the relationship between the development of a portfolio of interactive digital techniques and compositions, and its impact on user experiences of time and place. It is designed to answer two research questions: (i) What are some effective methods and techniques for evoking an enhanced awareness of past time and place using interactive digital technologies (IDTs)? (ii) How can users play a role in improving the development and impact of interfaces made with IDTs? The principal creative and thematic element of the portfolio is the concept of the palimpsest, and its artistic potential to reveal visual and aural layers that lie behind the landscapes and soundscapes around us. This research thus contributes to an evolving cadre of creative interest in palimpsests, developing techniques and compositions in the context of testing, collating user experience feedback, and improving the ways in which IDTs enable an artistic exploration and realisation of hidden layers, both aural and visual, of the past of place. An iterative theory-composition-testing methodology is developed and applied to optimise techniques for enabling users to navigate multiple layers of content, as well as in finding methods that evoke an increased emotional connection with the past of place. This iterative realisation cycle comprises four stages - of content origination, pre-processing, mapping and user interaction. The user interaction stage of this cycle forms an integral element of the research methodology, involving the techniques being subjected to formalised user experience testing, both to assist with their further refinement and to assess their value in evoking an increased awareness of time and place. Online usability testing gathered 5,451 responses over three years of iterative cycles of composition development and refinement, with more detailed usability labs conducted involving eighteen participants. Usability lab response categories span efficiency, accuracy, recall and emotional response. The portfolio includes a variety of interactive techniques developed and improved during its testing and refinement. User experience feedback data plays an essential role in influencing the development and direction of the portfolio, helping refine techniques to evoke an enhanced awareness of the past of place by identifying those that worked most, and least, effectively for users. This includes an analysis of the role of synthetic and authentic content on user perception of various digital techniques and compositions. The contributions of this research include: • the composition portfolio and the associated IDT techniques originated, developed, tested and refined in its research and creation • the research methodology developed and applied, utilising iterative development of aspects of the portfolio informed by user feedback obtained both online and in usability labs • the findings from user experience testing, in particular the extent to which various visual and aural techniques help evoke a heightened sense of the past of place • an exploration of the extent to which the usability testing substantiates that user responses to the compositions have the potential to establish an evocative connection that communicates a sense close to that of Barthes' punctum (something that pierces the viewer) rather than solely that of the studium • the role of synthetic and authentic content on user perception and appreciation of the techniques and compositions • the emergence of an analytical framework with the potential for wider application to the development, analysis and design of IDT compositions
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Laguda, W. B. "Electronic government, information communication technologies and social inclusion." Thesis, University of Salford, 2003. http://usir.salford.ac.uk/26767/.

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The UK's E-Government agenda was found on the principles of improving the quality of services offered to the public by Central and Local Government. This would be made possible through various national projects. Most notable were the use of Customer Relationship Management (CRM) and Community Informatics involving the use of public libraries and outreach workers. However there is growing fear on the emergence of inequalities between the information rich and information poor termed the 'digital divide'. This has prompted the subject of research - to explore the reality of e-government in reducing social exclusion. Both qualitative and quantitative research techniques are used to this end. Analysis is made on the use of CRM in 27 Local Authorities including a detailed case study at Newham Council and a public survey in Salford. Universal access and social inclusion is tackled through the analysis of public libraries in Salford offering ICT services. In addition the effects of free ICT courses organised by Salford City Council on a number of community groups was included in the survey. The findings confirm the widespread use of CRM and reveal a series of barriers to its success. These include a lack of skilled CRM staff, inefficiencies in channel management, high emphasis on technology, and low levels of ICT usage. Results from the public library survey also revealed some barriers. Inadequate staffing levels, inappropriate training, and lack of IT support were all identified. In addition the library failed to attract novices and new users. The evaluation of Community Informatics in Salford showed the problems faced by outreach workers. As well as providing some academic research in a field lacking representation in IS research (due largely to recent emergence), the thesis also contributes to E-Government practice by, highlighting issues often over looked in its implementation, addressing its failures, and providing some reasoning on the current situation.
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Korte, Laurie E. "Collaborative and Creative Thinking Skill Development Through the Design of Wearable Technologies." ScholarWorks, 2014. https://scholarworks.waldenu.edu/dissertations/65.

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Skills inherent in the creative thinking process such as reflecting and collaborating are needed for success in many careers. However, a focus on standardized testing in K-12 schools in the United States has resulted in the restructuring, reduction, and in some cases, elimination of arts in the curriculum to the detriment of students' creative thinking process. The purpose of this study was to discover whether creative thinking and collaborative skills were positive unintended consequences of a curriculum that includes the design of wearable technologies. Jonassen's modeling using Mindtools for conceptual change and Rosen's culture of collaboration provided the conceptual framework. This qualitative case study explored students' and teachers' perceptions of collaborative and creative thinking skill development while designing wearable technologies. The data analysis used interviews with 3 students and 1 teacher and an evaluation of participant wearable technology artifacts. Rich themes and patterns were determined through open coding. The themes identified to explain the perceived development of creative thinking skills were divergent thinking, stimulation of the imagination, generation of new knowledge, and creative climate. The themes identified to explain the perceived development of collaborative skills were diverse membership, culture of collaboration, and community building. The design of wearable technologies as a Mindtool showed promise as a new way to integrate art with science, technology, engineering, and math (STEM). This study may effect positive social change by informing educational policy and influencing school budgetary consideration toward including art as a value-added benefit to STEM curriculum.
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Tisone, Jon Mark. "Enhancement of creative abilities in middle school students using computer technologies compared to traditional approaches /." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487262513409571.

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Walker, Megan Anna Hein. "bipolar[i].discuss()." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/23805.

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This MFA thesis uses the medium of computer language to explore the chaos underlying Bipolar I Disorder, an enigmatic and disruptive illness. Using creative coding to generate a series of abstract systems representing human traits, I explore the common truth that pervades the seemingly randomness of mental illness: we all break the same.
Master of Fine Arts
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21

Buss, Keno. "Behavioural patterns for the analysis of creative behaviour." Thesis, De Montfort University, 2011. http://hdl.handle.net/2086/4938.

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Analysing human creativity has always been a difficult undertaking. The reason for this is the vagueness of the term creativity itself. Philosophers and Researchers have tried to unveil the secrets behind creativity since centuries. Besides some principles e.g. defined by Finke, Ward, and Smith, there is no holistic understanding about term creativity and there will always be discussions between researchers of different disciplines about how creativity is achieved. Current approaches try to understand creativity through studying the creative artifact or the creative human himself. These approaches have not lead to any promising results. Instead of focussing on creativity itself, it is more promising to look at the creative process of creators. Through this, it is possible to analyse what happened during the creation of an artefact. The aim of the analysis is the identification of certain behaviours within the creative process, which lead to very creative results or in opposite hinder creativity. The gained knowledge is used for the creation of patterns, describing this specific behaviour. The analysis of the creative process is not only interesting for artists, but also for engineers, researchers, students and many others. Important target groups for this approach are schools and universities. Being able to early recognise problems in the learning curve of a student will enable a directed support, in order to improve the student's performance. Until now, the main problem for analysing the creative process of a creator is the lack of information on how an artefact was created. Most creators tend not to make many notes during their creative phase, even if there are famous exemptions like Beethoven who left behind a huge amount of notices and marked changes in his work. Hence, the challenge is the development of a powerful framework, which can cope effectively with the recording and presentation of this creative process, in order to enable detailed analyses. Modern computer technology fosters the recording of the creative process of a person. Much of today's creative work is achieved with computers and powerful software applications. Computer networks and the internet enable new ways of collaboration. The creation of a flexible, collaborative tool-set is the ideal approach for the mapping and analysis of the creative process. A novel approach, based on these ideas, was developed by the members of the Creative Technologies Research Programme at the Software Technology Research Laboratory (STRL). The central aim of the approach is the mapping of the human creativity with so-called creativity maps. A creativity map is basically transition system, which allows to store and represent the creative process as well as to hold each version of the artefact. The developed De Montfort Creativity Assistant (DMCA), is a collaborative, web-enabled state-of-the-art software framework, realising the theoretical concepts. This thesis represents a substantial contribution to the research project. The focus of the presented work lies on the analysis and the support of the creative process. Several novel techniques for the analysis of massive data sets have been developed. The presented techniques enable a domain-independent analysis and support of the creative process. This is huge improvement over previous concepts, which are highly specialised and focus on the creative artefact itself. The presented approach required the development of several novel techniques. The major contributions of the presented research are: - Behavioural Patterns Enable the description of constructs inside the creativity map. These constructs represent the creative behaviour of the creator. - Techniques for a Computer-supported Information Extraction A pattern description language enables the computer-supported information extraction from creativity maps. - Knowledge Repository Knowledge, gained through the analysis processes, is stored centrally and shared with other creators in order to stimulate further growing of knowledge. - Concepts for the Analysis and Support of the Creative Process Novel concepts allow the structured analysis and support of the creative process, regardless of the creator's domain. All developed techniques have been implemented in several tools, which aim to enrich the DMCA with the ability of a computer-supported analysis and support of the creative process.
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Ashton, Daniel. "The industry of creativity : Economics visions, creative subjects and innovative technologies in process." Thesis, Lancaster University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.533096.

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Jennings, Pamela Lynnette. "Interactive technologies for the public sphere : toward a theory of critical creative technology." Thesis, University of Plymouth, 2006. http://hdl.handle.net/10026.1/2619.

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Digital media cultural practices continue to address the social, cultural and aesthetic contexts of the global information economy, perhaps better called ecology, by inventing new methods and genres that encourage interactive engagement, collaboration, exploration and learning. The theoretical framework for creative critical technology evolved from the confluence of the arts, human computer interaction, and critical theories of technology. Molding this nascent theoretical framework from these seemingly disparate disciplines was a reflexive process where the influence of each component on each other spiraled into the theory and practice as illustrated through the Constructed Narratives project. Research that evolves from an arts perspective encourages experimental processes of making as a method for defining research principles. The traditional reductionist approach to research requires that all confounding variables are eliminated or silenced using methods of statistics. However, that noise in the data, those confounding variables provide the rich context, media, and processes by which creative practices thrive. As research in the arts gains recognition for its contributions of new knowledge, the traditional reductive practice in search of general principles will be respectfully joined by methodologies for defining living principles that celebrate and build from the confounding variables, the data noise. The movement to develop research methodologies from the noisy edges of human interaction have been explored in the research and practices of ludic design and ambiguity (Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish, 2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004). The theory of critical creative technology examines the relationships between critical theories of technology, society and aesthetics, information technologies and contemporary practices in interaction design and creative digital media. The theory of critical creative technology is aligned with theories and practices in social navigation (Dourish, 1999) and community-based interactive systems (Stathis, 1999) in the development of smart appliances and network systems that support people in engaging in social activities, promoting communication and enhancing the potential for learning in a community-based environment. The theory of critical creative technology amends these community-based and collaborative design theories by emphasizing methods to facilitate face-to-face dialogical interaction when the exchange of ideas, observations, dreams, concerns, and celebrations may be silenced by societal norms about how to engage others in public spaces. The Constructed Narratives project is an experiment in the design of a critical creative technology that emphasizes the collaborative construction of new knowledge about one's lived world through computer-supported collaborative play (CSCP). To construct is to creatively invent one's world by engaging in creative decision-making, problem solving and acts of negotiation. The metaphor of construction is used to demonstrate how a simple artefact - a building block - can provide an interactive platform to support discourse between collaborating participants. The technical goal for this project was the development of a software and hardware platform for the design of critical creative technology applications that can process a dynamic flow of logistical and profile data from multiple users to be used in applications that facilitate dialogue between people in a real-time playful interactive experience.
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Carlick, Sarah. "Creative art-based technologies for interagency working together for safeguarding children and young people." Thesis, Lancaster University, 2018. http://eprints.lancs.ac.uk/126574/.

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Children themselves rarely engage directly with the child protection system unless they are already referred into the system by a third party adult. New technologies have enabled children to communicate in different ways than previously. A guiding question for this thesis is whether one type of technology access, that of an application or ‘app’, could also facilitate children’s direct access for advice, help and response from the child protection system in the UK. The current UK policy emphasis on child-focused systems and outcomes (Munro, 2011) forms a background to this thesis, which aims to identify the work required to co-produce new ways of working at the front door of child protection to extend the current socio-technical framework to improve outcomes for children. Past and present social and political developments in UK child protection and early help, a data review of smart phone apps relating to managing risk and safeguarding, and a comparison of the use of technology in related settings provide an overview of the context within which socio-technical change can occur. The underpinning methodology recognises a crucial factor in the successful design and implementation of socio-technical change: that any proposed alteration to existing ways of working must also be adopted by a range of gatekeepers to the system, including practitioners in social work, the police, health and education, who may identify barriers and present challenges to implementation. Two separate weeks of ethnographic observation were focused on the use of technology in information management in a Multi-Agency Safeguarding Hub (MASH). Data on the child’s perspective on technology and app design for safeguarding was collected through school-based workshops. A co-produced design of an application is proposed as a way of sharing information and communication pathways for multi-agency professionals and children/young people. The project offers new ideas for promoting a child-centred approach to safeguarding. In doing so, it proposes the design principles of a digital platform consisting of a smart phone application. The proposed application is an extension of the traditional early intervention child protection discourse that will capture children’s social media conversations and stories connected to keeping themselves safe. It will also include educational ‘stay safe’ age-appropriate games and twenty-four/seven access to multi-agency advice and guidance. Challenges for app adoption are changes to the police communication departments and the creation of a localised children’s MASH to provide digital responses for self-referrals.
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Schneider, Sandra Beth. "A Deweyan Perspective on Knowledge Producing Schools: Re-creative technologies for communities of inquirers." Diss., Virginia Tech, 2006. http://hdl.handle.net/10919/29579.

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This dissertation is an investigation into Knowledge Producing Schools (KPS). KPS is a socio-cultural change effort that reforms that traditional structures of schooling and the connections between schools and the communities in which schools are embedded. KPS schools attempts, through New Literacies, to bring out-of-school practices into schools, in an effort to make students' schooling experiences overall and those incorporating technology more relevant. The position of this dissertation supports KPS goals while rejecting the pedagogy of New Literacies. Instead this dissertations builds upon two elements implicit in KPS/New Literacies work, social inquiry and the facilitation of publics. By making these implict KPS elements explicit this dissertation offers a KPS-Dewey hybrid that locates socio-cultral change efforts in public social inquiry contexts that supports and helps create the communal conditions that can facilitates able, active, publics. These able publics work toward community self-management and alternative representation while dealing with daily problems and current matters of concern. Able publics have been a recent concern in the educational literature that calls for the need of educational reform to be resituated as social movements for education equity.
Ph. D.
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26

Evans, K. "Introducing information and communication technologies into marginalised neighbourhoods : an exploration of the digital divide." Thesis, University of Salford, 2002. http://usir.salford.ac.uk/14843/.

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This research explores the development of discourses of information society and the claims which have been made as to the transformative capacities of information and communication technologies (ICT) in particular. It explores the experiences of groups affiliated to two women's centres in the city of Salford, England. These centres, and associated groups, are situated within two economically disadvantaged areas which could be said to be peopled with "the information poor". The research argues that the enthusiasm with which technology has often been placed before such communities has been inspired by debates which have largely taken place at a high level of abstraction and generalisation and have not been grounded and connected to the needs of the residents of "real world", physically based localities. The importance of locality, of "situated knowledge", of networks built around trust and shared experience it suggests, have been largely disregarded and the global, the expert and disembodied community unconstrained by the limits imposed by place have been perceived as the most significant relationships in contemporary western societies. This has distorted perceptions of more traditional and locally-based, face-to-face interaction which has been considered limiting, insular and in many ways as looking backward rather than forward. From these perceptions have arisen a terminology which places responsibility for success or failure on the individual and the community (the digital underclass) and which suggests that a need for experts and professionals to enlighten and educate certain groups (the information poor) in order that they can be enabled and empowered in the new digital age. The research argues that this discourse, and the assumptions which lie behind it, have infused policy agendas around widening access to technology and informed many models which aim to introduce these technologies into such communities. The research concludes that there has been a disproportionate interest in technology and its powers to transform and a concomitant disregard of the human potential and abilities which enable technology to work and the personal and social relationships which will facilitate its use.
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Briffa, Vincent. "Through the screen : re-examining screen culture in the light of new imaging technologies." Thesis, University of Central Lancashire, 2009. http://clok.uclan.ac.uk/21146/.

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Suess, Maureen Elizabeth. "Small Tales." Thesis, Virginia Tech, 2018. http://hdl.handle.net/10919/83879.

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Small Tales is a 2D video game with hand drawn and watercolor painted assets that incorporates a series of vignettes centered on the collection of artifacts. Growing up, I experimented with and  investigated a wide variety of media, such as Alice and GameMaker but ultimately decided to  sharpen my fine arts skills and incorporate them in to video game engines in this thesis. A variety  of point and click adventure games such as the King's Quest and Monkey Island series inspired  the development of this game due to their emphasis on narrative and player interaction. This thesis developed from a series of earlier projects that helped me settle on four  primary objectives: vignetted narratives, player choice and consequences, visual and text  components working harmoniously, and replayability via randomized generation. A Processing  sketch emphasized the need for strong visual assets in addition to text-based narrative; in  addition to replayability via randomized strings or text for a unique narrative every iteration.  Afterwards, a Twine game further encouraged visual assets working with text, but solidified a  foundation in player choice and consequences. Finally, my first experiment in Unity with the  Adventure Creator helped me establish a functional workflow to achieve my four goals.   Small Tales itself revolves around a series of vignettes connected by the world of the  player character. Players wander an unfamiliar neighborhood to find artifacts that at the end of  the game reveal tiny stories about other worlds. The game was received well by players during  my defense for its ethereal atmosphere and for creating an engaging story world. But a handful  of suggestions from these same players could push the game to be even better. Small Tales will be available online after these critiques are taken under consideration.
Master of Fine Arts
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Welsh, Kimberly D. "Individuals solving problems : the effects of problem solving strategies and problem solving technologies on generating solutions." Virtual Press, 1997. http://liblink.bsu.edu/uhtbin/catkey/1045625.

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This experiment was designed to compare two problem solving strategies, brainstorming and the hierarchical technique, and two problem solving technologies, computer software and pencil and paper. The first purpose of this study was to explore what effects computer software and pencil and paper have on the facilitation of solutions for individual problem solvers. Subjects generated solutions by either recording ideas on a computer or by writing ideas down on paper. The second purpose of this study was to examine how individuals evaluate solutions they have generated.Specifically, we were looking for solution evaluations to differ according to which problem solving strategy subjects received training on, brainstorming or the hierarchical technique. Solutions were rated on overall quality, practicality, and originality on a scale ranging from 0 (being the lowest possible score) to 4 (being the highest possible score).Subjects who used a computer to record ideas generated significantly more solutions than those subjects recording ideas on paper. Subjects trained with the hierarchical technique generated ideas higher in quality than those trained with brainstorming. Subjects trained with brainstorming generated more original ideas than those trained with the hierarchical technique. Finally, subjects rating of practicality did not differ according to problem solving strategy.
Department of Psychological Science
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Reinstaller, Andreas, and Werner Hölzl. "The creative response in economic development. The case of information processing technologies in US manufacturing, 1870-1930." Inst. für Volkswirtschaftstheorie und -politik, WU Vienna University of Economics and Business, 2001. http://epub.wu.ac.at/1526/1/document.pdf.

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This paper presents a theoretical framework along "Classical" lines in which Schumpeter's concept of "Creative Response" is linked to a theory of induced innovation and the concept of technological regimes. We devote particular attention to the role of indivisibilities between factors of production. On the basis of this framework, we study the adoption of early information technologies, such as typewriters, calculators or Hollerith machines in US manufacturing in the period between 1870 and 1930. We show how the presence of a distinct bias in technical change in US manufacturing led to the opening of a window of opportunity for early information technologies, and how the presence of this bias influenced the technological search and adoption process of firms and how this found its final reflection in the rules and heuristics of the new regime. (author's abstract)
Series: Working Papers Series "Growth and Employment in Europe: Sustainability and Competitiveness"
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Liang, Jingyi. "'ParkinVT', A Concept Mobile Application for Improved Parking at Virginia Tech." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78227.

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Parking continually becomes an issue in the modern society. Not only appears in the large cities like New York or Chicago, on-campus parking also a big problem annoys students in lots of universities. With of smartphone development, many mobile applications are designed for solving the parking issues. This final thesis study is a concept multiplatform mobile application called 'ParkinVT', which designs for improved parking in Virginia Tech. This study covers all standard procedures of application design. First, the study of 'ParkinVT' started with the research of the background, equipment, and current parking regulations of Virginia Tech. Second, reviews of two existing parking mobile applications were carried out. Third, based on the materials and knowledge collected in the previous two steps, a working flow chart and wireframe of the UI of 'ParkinVT' were designed. Then, for ensuring the function settings of 'ParkinVT', a usability testing was conducted with the paper-based wireframe work. Three usability test processes in this study were entrance survey, usability testing with video recordings, and evaluation through exit survey. After the usability testing and analysis were finished, the design of 'ParkinVT' reached its final design step, which included logo design, graphic design, and UI design. In terms of the limitations of this study, future directions were also considered at the end of the design of 'ParkinVT'.
Master of Fine Arts
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Mydlarz, C. A. "Application of mobile and Internet technologies for the investigation of human relationships with soundscapes." Thesis, University of Salford, 2013. http://usir.salford.ac.uk/29411/.

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This thesis presents a methodology for soundscape research, utilising consumer mobile and internet technologies. This has been used to gather objective environmental data, as well as subjective data from participants in-situ. A total of 323 untrained members of the public have submitted soundscape recordings from around the world. For the first time, participant choice has been factored into soundscape research, where members of the public decide which sound environments are investigated. Human relationships with their sound environments have been investigated, with a number of findings corresponding with those of other studies utilising entirely different methodologies. In addition, a number of new findings have been made to contribute to the field. The two extracted subjective principal components of ’Appreciation’ and ’Dynamics’ has shown a solid validation of the project’s methodology, due to their similarities with a number of other studies utilising different techniques of data retrieval. The distinctive groupings of the different soundscape types within this factor space defined by the extracted components reveals the perceptual differences between the soundscape categories: urban, rural, urban public space and urban park. The activity a person is involved in while making their submission has shown to be influential in soundscape appraisal, with relaxation and recreation situations resulting in increased soundscape appreciation. The reasons behind a soundscape submission have revealed significant differences in subjective response. The positive interpretation of the term soundscape has resulted in a majority of positive reasons for participation. Soundscapes that arise from a participant’s daily routine are generally less appreciated than soundscapes containing a particular sound source focus. The highest levels of appreciation were observed in soundscapes whose focus is on a specific activity that the participant is involved in. The interest that a participant has on their soundscape is seen to result in raised levels of appreciation.
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Lidwin, Christina Marie. "Visual Imprints: Understanding Location Data Through Information Architecture." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/56560.

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Wearable technologies are creating new ways for people to discover and record personal data. While these devices are raising awareness about biometric information, there is a larger quantified self movement encompassing any type of personal data collected by any means and recorded and shared in a variety of ways. Participants in this movement are experimenting with new ways to view and interact with their generated digital information. On a societal level, as we collect more data (personal or otherwise) we are questioning who should have access to different types of data and how collected data should be used. Visual Imprints documents an exploration into how location data is collected, visualized, and understood by people with varying degrees of data literacy. Through the design and development of the Android application Data Atlas, this exploration utilizes aspects of information architecture to illustrate how we as a society might come to better understand what technologies and applications record personal data and how collected information can be seen and used. The exploration also illustrates how creative technologists can contribute to societal questions on data literacy and user privacy as well as create work as a part of the quantified self movement.
Master of Fine Arts
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Younan, Sarah. "Towards a digital dream space : how can the use of digital 3D scanning, editing and print technologies foster new forms of creative engagement with museum artefacts?" Thesis, Cardiff Metropolitan University, 2015. http://hdl.handle.net/10369/7994.

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This thesis describes research into the creative use of digital three-dimensional (3D) technologies in museums. It examines how digital 3D reproductions of museum artefacts support creative engagement and enhance museum experience. Digital 3D models of museum artefacts are malleable; they allow users to create new artworks through digital manipulation and transformation. 3D printing technologies enable users to translate digital 3D models directly into physical forms. This research investigates how these technologies can impact on museum engagement and makes recommendations for museums exploring the possible uses of digital 3D technologies. A contextual review, informed by ongoing developments in the field of digital heritage and a critical review of published literature, identifies key issues examined in the research. These include the ways in which reproductive digital 3D technologies can foster unprecedented audience access to museum collections, democratise art interventions in museums and engage with the museum ‘dream space’. The rationale for the use of qualitative research methods in the study is explained and the case studies undertaken during the research are described. The investigation of artworks created by participants in the case studies; data from interviews with artists, museum staff and museum visitors, provide insights into how digital 3D reproductions foster new experiences with museum artefacts. In this research, reproductive digital 3D technologies are shown to support creative forms of museum engagement, to democratise museum interventions and increase public access to museum collections. They engage users with personal and subrational forms of museum experience. Furthermore, the use of digital technologies in museums has been shown, in this research, to trigger learning experiences and increase historical awareness and digital literacy. Recommendations are made for institutional approaches to the use of digital 3D technologies and for future research in the area of creative engagement with digital heritage.
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Chen, Shao-Hung. "Using technologies of the self to stimulate students' intelligences in English as a foreign language learning." CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2111.

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The purpose of this curriculum project is to provide an approach to enrich the process of teaching and learning. This project uses psychological tools to stimulate students' multiple intelligences and to encourage students to know how to manage their learning, so that learning English will no longer be boring; instead it will be creative and practical.
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36

Belich, Jerald. "Designing Toolsets for Improving the Accessibility of Immersive Technology." Miami University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=miami1556720229902984.

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37

Andersson, Elsa, Moa Strömland, and Catherine Quassdorf. "Microinteractions: Don’t forget to raise your hand! : A qualitative study concerning microinteractions in digital meeting platforms and the impact they have on workflow efficiencies in the creative industry." Thesis, Jönköping University, JTH, Avdelningen för datateknik och informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53487.

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This research paper studies the extent of how microinteractions are utilized in Microsoft Teams and the impact that they have on workflow efficiencies, specifically in the creative industry. In a novel time where Covid-19 virus has increased the demand of digital platforms, the importance of research within remote meeting utilization, and the interaction possibilities within, is of utter importance. Also, since we are missing out on the spontaneous interactions that occur when meeting face-to-face, the microinteractions within digital meeting platforms now carry a heavier weight when interactions are solely occuring remotely. The data collection was achieved through a qualitative approach consisting of participant observations and semi-structured interviews. The results of this research proved that microinteractions are used frequently within digital meetings in Microsoft Teams, but in different contexts and in different constellations. The results also identified that microinteractions, which hold the right conditions, can streamline workflows in certain scenarios. This study concluded in interesting data that answered the research questions but also opened up for further research due to the topic being of a novel field and in a special time, in this case referring to the pandemic and Covid-19.
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Catalá, Bolós Alejandro. "AGORAS: Augmented Generation of Reactive Ambients on Surfaces. Towards educational places for action, discussion and reflection to support creative learning on interactive surfaces." Doctoral thesis, Universitat Politècnica de València, 2012. http://hdl.handle.net/10251/16695.

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La creatividad es una habilidad de especial interés para el desarrollo humano dado que es una de las dimensiones que permite al individuo y en última instancia a la sociedad enfrentarse a nuevos problemas y retos de forma satisfactoria. Además de entender la creatividad como una serie de factores relativos al individuo creativo, debe tenerse en cuenta que el grado de motivación intrínseca, el entorno y otros factores sociales pueden tener un efecto relevante sobre el desarrollo de esta importante habilidad, por lo que resulta de interés explorarla en el contexto de utilización de tecnologías de la información. En particular, dado que los procesos comunicativos, el intercambio de ideas y la interacción colaborativa entre individuos son un pilar fundamental en los procesos creativos, y también que en gran medida todas ellas son características mayormente facilitadas por las mesas interactivas, una de las principales contribuciones de esta tesis consiste precisamente en la exploración de la idoneidad de las superficies interactivas en tareas creativas colaborativas de construcción en estudiantes adolescentes. Partiendo del estudio realizado, que aporta evidencia empírica acerca de la adecuación de las superficies interactivas como tecnología de potencial para el fomento de la creatividad, esta tesis presenta AGORAS: un middleware para la construcción de ecosistemas de juegos 2D para mesas interactivas, y cuya idea final es entender actividades de aprendizaje más enriquecedoras como aquellas que permiten la propia creación de juegos y su posterior consumo. En el contexto de esta tesis también se ha desarrollado un toolkit básico para construcción de interfaces de usuario para superficies interactivas, se ha desarrollado un modelo de ecosistema basado en entidades que son simulables de acuerdo a leyes físicas; y se ha dotado al modelo de aproximación basada en reglas de comportamiento enriquecidas con expresiones dataflows y de su correspondiente editor para superficies.
Catalá Bolós, A. (2012). AGORAS: Augmented Generation of Reactive Ambients on Surfaces. Towards educational places for action, discussion and reflection to support creative learning on interactive surfaces [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/16695
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39

Sirisukha, Sid. "Protecting management information systems virtual private network competitive advantage : a thesis submitted to the graduate faculty of design and creative technologies AUT University in partial fulfilment for the degree of doctor of philosophy, 2007." Click here to access this resource online, 2007. http://aut.researchgateway.ac.nz/handle/10292/324.

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40

King, Andrew. "Contingent learning for creative music technologists." Thesis, Northumbria University, 2005. http://nrl.northumbria.ac.uk/9791/.

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The main aim of this thesis is to explore the use of learning technology within the music technology curriculum. First of all, it is recognised that there is a problem for music technology tutors in providing support for students who have 24-hour access to a music technology studio: typically, there is no support available outside of normal working hours. One solution is to implement the use of learning technology in the studio. However, there is no research to date in the field of music education that considers the pedagogical value of an interactive multimedia-based tool for music technologists. In order to address this matter, two learning technology interfaces were designed to support music technology students in different areas of the curriculum, specifically recording and psychoacoustics, and empirical work was carried out in order to evaluate their effectiveness. The intention was for both interfaces to enable contingent learning, or learning at a time of need, so that music technology students could undertake a creative task and retrieve help without having to leave the studio environment or seek assistance from a member of staff. In the light of general educational literature on learning and teaching, the information contained within the pages of these interfaces was divided into two categories, procedural and conceptual. The former provided step-by-step guidance on the execution of a task, while the latter provided broader theoretical knowledge associated with that task. A second aim of this thesis is to examine the effect of acquiring procedural and conceptual information through the interfaces on students' abilities to perform a task and retain knowledge about it. Two experiments were carried out involving 48 first-year undergraduates and 30 second-year undergraduates respectively. For each experiment, the students were divided into two groups and were required to carry out a task using one of the interfaces. In completing the set task, the first group was asked to gather procedural information from the interface, while the second group had to gain conceptual information. One month later, the students were asked to carry out the same task, but without using the interface. On both occasions, the students submitted task material for assessment. In general, the results showed that there were some significant differences in the levels of knowledge retention and task performance between the two groups of students, notably in favour of those who had acquired conceptual information.
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41

Nicho, Mathew. "Information technology audit systems alignment and effectiveness measures : a thesis submitted to the graduate faculty of design and creative technologies, AUT University in partial fulfilment of the requirements for the degree of Doctor of Philosophy, 2008." Click here to access this resource online, 2008. http://hdl.handle.net/10292/646.

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Information technology audit has proven to be a relatively new, less researched and rapidly expanding field among large, medium and even small businesses (commercial and non-commercial organisations). The implementation rate has grown rapidly and presents a huge growth market for audit consultants due to the need for transparency and compliance with regulation (for example: Sarbanes Oxley Act) and the need to be competitive in the marketplace. The audit process is being conducted mainly by consultants following a traditional process but using different proprietary approaches and mostly done manually. The purpose of this study is to present a scientific method to attach a purely measurement focus to the auditing process so as to provide an auditing as well as a quantitative outcome of the performance to the various IS entities that are audited using a novel automated method that can save organisations considerable resources in terms of time, cost and effort. The nature of the topic directed the researcher to three domains of information system (IS) namely studies on IS measurement, IT governance and software engineering. These areas provided information on the nature of IS measurement and the models used; the process of auditing/measurement and the corresponding frameworks used; the principles and methodology of measurement of IS entities; and measurement models used both in the software engineering and information systems domain. The review of the literature gave rise to the research question and the COBIT-GQM (Control Objectives for Information Technology Audit) – Goal Question Metrics) model. The research question that had emerged out of the four propositions “How can an IT audit or governance framework be used to measure the effectiveness of IS entities in a scientific manner using customised and goal oriented metrics” along with the nature of data sought (positivist), guided the researcher to qualitative research using multiple case studies to test the theoretical model (grounded theory) that had emerged out of the literature review. The theoretical model was automated (with a front end interface and a back-end database) and initially tested for usability issues. Then the common COBIT control objective that was obtained through an initial survey was entered into the database along with a set of questions and metrics (developed by the researcher by following the given GQM guidelines). This application that was demonstrated, and given for evaluation in four organisations gave rise to expected and surprising results. While the respondents expressed their desire to incorporate a customised and goal oriented measurement perspective to their IT audit/performance functions, that would save them time, effort and cost, numerous suggestions were provided that need to be incorporated into the model to make it fully functional. Notable among them are the need to embed a multiple contextual qualifying layer, incorporating benchmarking feature to the model, and the need to link this with the maturity model. These were incorporated into the model and a comprehensive model incorporating all the suggestions was created. The qualitative case study method being used here more to evaluate a theory, provided a sound base for future studies to generate hypothesis that can be evaluated using quantitative survey methods for the model to be generalised. IT auditing being a relatively new, less researched, conventional and high growth oriented field, the use of an innovative, comprehensive, automated and scientific method of audit and measurement method will satisfy the implied need for organisations to incorporate the diverse audit/measurement/ control/standards into one comprehensive method and this research is a major step in this direction. Since the new model is comprehensive and can be automated organisations can economise in terms of time, cost and effort. Irrespective of the nature of economic cycle the need for economising in terms of cost, time and effort is universal for all organisations.
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42

Menassel, Meï. "Services numériques interactifs "créatifs" et expérience urbaine : construction d'une méthode mixte ad hoc pour comprendre et évaluer les services créatifs de la ville." Thesis, Valenciennes, 2018. http://www.theses.fr/2018VALE0031.

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Les nouvelles technologies de l’information et de la communication sont à l’origine de multiples transformations spatiales et de mutations sociétales (Bouquillon, 2010). De plus en plus ancrées dans nos modes de vie, elles représentent désormais une composante du fonctionnement de l’infrastructure urbaine, les strates numériques deviennent un support supplémentaire qui élargit le champ d’interaction et d'échanges dans la ville (Proulx, 2002). Ces divers changements commencent à imprégner, à la marge, des services numériques qui permettent d'inventer de nouvelles expériences urbaines. Notre travail de thèse propose de comprendre et d’évaluer ces nouvelles manières d’explorer et de vivre la ville. Nous avons décidé de nous intéresser à une catégorie particulière de ces services que nous nommons services numériques interactifs créatifs (SNIC), nous les définissons comme des outils de médiatisation produits par les technologies de l’information et de la communication, intégrants un contenu ludique, culturel et/ou artistique. L’objectif de la recherche est double : (i) théorique d’une part, par la définition et la compréhension des formes de l’expérience-usager dans la ville ; (ii) et opérationnel d’autre part, par le développement d’un outil d’aide à la décision pour évaluer les nouveaux services créatifs de la ville. Cet outil est destiné aux concepteurs/décideurs. De par la complexité de notre objet de recherche et pour atteindre notre objectif, nous élaborons une approche mixte au sens de Johnson et Onwuegbuzie (2004) la méthode mixte ad hoc (MMah). En effet, celle-ci nous permettra de mettre en place des analyses afin de mieux saisir la spécificité de l’expérience-usager des espaces urbains médiatisés afin de la rendre intelligible et exploitable. La formalisation des éléments dégagés à partir de la méthode MMah participera à la conception de services créatifs mieux adaptés aux nouveaux besoins des usagers contemporains
The new information and communication technologies are sourcing multiple spatial transformations and societal mutations (Bouquillon, 2010). More and more rooted in our nowadays of life, they turn out to be actually an embedded functioning component of the urban infrastructure. These digital “strata” become an additional support that expands people fields of interaction and exchange in the city (Serge Proulx, 2002). Marginally, these multiples changes start to pervade services, offered by digital applications, allowing to create a new urban experiences. Thus, this thesis work proposes to understand and assess these new ways of exploring and living in the city with the support of these creative and innovative digital services. We have decided to focus on a particular category of services so-called interactive digital creative services (SNIC), defined like the mediation tools produced by NTIC, integrating the digital playful, cultural or/ and artistic content. The objectives of the research are double: (i) the first one is theoretical and based on the definition and the understanding of the experience-user forms in the city; (ii) the second is operational and based on the development of a supportive decision-making tool to evaluate new creative services dedicated to the city. This tool is for the designers/decision makers. To achieve the objectives of our thesis and due to the complexity of our research domain, we have elaborated a specific mixed method (Johnson and Onwuegbuzie (2004) : Ad hoc Mixed Method (AhMM). Indeed, this approach will allow us to better evaluate and assess the specificity of the urban space user experience, in order to decode it and make it more exploitable. The formalisation of the emerged elements from the MMah method will then participate to the future design of new creative services that will be more adapted and appropriate to the contemporary urban space user needs
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43

Bittencourt, Priscilla Aparecida Santana [UNESP]. "O uso das mídias digitais como apoio ao processo didático e pedagógico: uma abordagem exploratória." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/135858.

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Esta pesquisa apresenta uma reflexão sobre a utilização criativa dos recursos tecnológicos de maneira didática, explorando o uso das mídias digitais nas escolas. O uso das mídias digitais na educação é um desafio com muitas questões em aberto, como, por exemplo: Por que e como utilizar mídias digitais na educação? Quais mídias utilizar?, dentre outras. O emprego das mídias digitais em todo lugar e a facilidade de seu uso pelos jovens obrigam o processo de ensino-aprendizagem e os principais atores participantes desse processo a se adequarem para continuar preparando e desenvolvendo cidadãos críticos e ativos. Ao redor do mundo, a mídias em evolução é a principal força que está transformando a sociedade. Com o intuito de levantar dados e refletir sobre as mídias digitais na educação e a questão emergente dos chamados nativos digitais, termo criado pelo norte-americano Marc Prensky em 2001, foi realizada, inicialmente, uma pesquisa bibliográfica sobre o assunto para fundamentar tais conceitos. Posteriormente, foi realizada uma pesquisa de campo em uma amostra de alunos e professores da comunidade acadêmica em duas escolas de nível médio, uma pública e outra privada. Para tanto, foi aplicado um questionário para cada grupo de atores. Os resultados foram analisados e confrontados com o objetivo de validar as perguntas iniciais da pesquisa e contribuir para discutir os desafios e possibilidades do uso das mídias digitais na educação. A pesquisa demonstrou que é preciso estudar o conceito de mídias digitais na educação, a fim de nortear profissionais e estudantes desta comunidade acadêmica. Se faz necessário um olhar acadêmico para oferecer novas formas de motivação para o aprendizado por meio do uso criativo das mídias e tecnologias disponíveis.
This research presents a reflection on the creative use of technological resources in a didactic way, exploring the use of digital media in schools. The use of digital media in education is a challenge with many open questions, such as: Why and how to use digital media in education? What types of media should be used?, among others. The use of digital media everywhere and the ease of their use by young people has pointed the need for adaptation by the teaching and learning processes and the main actors involved in this process, in order to continue preparing and developing critical and active citizens. In all parts of the world, evolving technology is the main force that is transforming society. In order to collect data and reflect on digital technologies in education and the emerging issue of so-called digital natives, a term created by the american Marc Prensky in 2001, a literature search was held initially to support such concepts. It was later conducted a field research in a sample of students and teachers of the academic community, held in two high schools, one public and one private. To that end, it applied the questionnaire technical in each group of actors. The results were analyzed and compared with the goal of validate the initial research questions and contribute to discuss the challenges and possibilities of the use of technology in education. The research demonstrated that it is necessary to study the concept of digital media in education, in order to guide professionals and students in this field. It is necessary an academic look to offer new forms of motivation for learning through the creative use of media and technology available.
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44

Law, Kritika. "Impact of perceived security on consumer trust in online banking a dissertation submitted to the Graduate Faculty of Design and Creative Technologies, AUT University in partial fulfilment of the requirements for the degree of Master of Computer and Information Sciences." Abstract. Full dissertation, 2007.

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45

Van, Rooyen Gert Willem. "Innovation focused on the base of pyramid : the case of an African telecommunications company." Thesis, Stellenbosch : University of Stellenbosch, 2007. http://hdl.handle.net/10019.1/792.

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Thesis (MBA (Business Management))--University of Stellenbosch, 2007.
AFRIKAANSE OPSOMMING: In vandag se besigheidswêreld bestaan twee teenoorgestelde pole. Aan die een kant is die wêreld se gevorderde markte wat reeds so oorbevolk geraak het, dat dubbelsyfergroei ‘n skaars verskynsel is. Ten spyte hiervan word aanhoudende druk geplaas op senior bestuur om hulle besighede te groei teen koerse wat ‘n toename in aandeelhouersbelang sal verseker. Aan die ander kant is twee derdes van die wêreld se bevolking (4 Miljard mense), die sogenaamde basis van die ekonomiese piramiede (BVP), wat in armoede lewe en afgeskeep word in terme van noodsaaklike goedere en dienste, om nie eens te praat van weelde artikels nie. In dié markte is dubbelsyfergroei nog behaalbaar en in meeste gevalle is die enigste kompetisie die gevaar dat produkte nie verbruik word nie. Dié navorsing kyk na hoe dié twee pole geïntegreer kan word sodat beide daaruit kan voordeel trek. Besighede kan volhoubare vlakke van groei bewerkstellig deur ewe veel aandag te skenk aan volhoubare innovasies as ontwrigtende innovasies. Die klem wat gemaak word in dié navorsingsverlsag is dat besighede dit nie kan bekostig om net op volhoubare innovasies te fokus nie. Hulle moet ook in ontwrigtende innovasie strategieë belê. Die innovasie teorieë bepaal dat opkomende markte die beste plek is om ontwrigtende innovasies te ontwikkel. Verskeie multi-nasionale maatskappye het al egter misluk om die belowende massa-markte binne opkomende markte te penetreer. Die rede is dat baie van hul globale strategieë mik na die ontwikkelde marksegmente binne-in daardie ontwikkelende markte en nie op die massa-markte aan die BVP nie. Om tegnologieë te ontwikkel vir die BVP verg plaaslike strategieë en, onder andere, ‘n kwantum sprong in die prys-werkverrigting verhouding. In baie gevalle kan dit ‘n daling in prys wees met soveel as ‘n faktor van tien. Indien suksesvol, bestaan die moontlik dan om dié tegnologieë terug te vat om gevorderde markte te ontwrig. Daar is egter ook ‘n humanitêre sy van die saak. Elke jaar is armoede indirek verantwoordelik vir miljoene sterftes in Afrika en baie oorlewendes leef in haglike omstandighede sonder noodsaaklike goedere en dienste, terwyl hulle uitgebuit word deur ‘n paar informele besighede. Die BVP bied aan die gevorderde ekonomieë van die wêreld nie net die geleentheid om baie geld te maak nie, maar ook die geleentheid om op só ‘n manier besigheid te doen dat dit arm mense kan help om ‘n inkomste te verdien of selfs inkomste te genereer. Dit kan op baie verskillende maniere help om dié mense te lig vanuit armoede. Dit wil voorkom asof besigheid en die moontlikheid om welvaart te skep die mees effektiewe manier is om die BVP te lig vanuit armoede. Die BVP het egter die kennis, verantwoordelike besigheids-sin en die onderhandelingskrag van multi-nasionale besighede nodig om te verseker dat besigheid in dié markte op ‘n verantwoordlike, volhoubare manier geskied.
ENGLISH ABSTRACT: In today’s world of business two opposite poles exist. On the one end is the world’s developed economy that has become saturated to such an extent that double digit growth has become a scarcity. However despite this fact continuous pressure is being placed on managers to grow their companies at a rate that will ensure an increase in shareholder value. On the other end are two thirds of the world’s population (4 billion people), the base of the economic pyramid (BOP) that is desperately poor and underserved in terms of basic needs, let alone luxury items. Double digit growth is achievable in these markets with the only competition being non-consumption in many cases. This research looks at how these two poles can be integrated into a mutually beneficial relationship. Companies could ensure sustaining levels of growth if there is an equal focus on sustainable as well as disruptive innovations. The case made in this research report is that companies cannot afford to focus on sustainable innovations alone, but need to invest in disruptive innovations as well. The innovation theories hold that the best place to test and develop disruptive innovations is in emerging markets. However too many multinational corporations (MNCs) have failed to access the illusive mass markets within emerging economies. It seems that their strategies were focussed on the developed segments within those emerging markets and not on the masses that constitute the BOP. Developing technologies for the BOP requires a local strategy and, amongst other things, a quantum leap in the price-performance ratio - in many cases a typical reduction in price by a factor of ten. The possibility then exists to take these solutions back to disrupt developed markets. There is a human aspect to this scenario as well. Poverty has indirectly been a cause of millions of people dying in Africa every year and many survivors live in poor conditions without basic services and being exploited by few informal businesses. The BOP offers an opportunity for the developed economies, not only to make a lot of money, but also to innovate their products and business models to empower poor people to start earning and generating income. This will in many ways help them to rise from poverty. It seems that growing business and generating wealth might be the most efficient vehicle to help lift the BOP from poverty. However, the BOP needs MNCs to bring their power and knowledge to these markets to ensure that it is done responsibly and in a sustainable manner.
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46

Waters, Brent. "The family and reproductive technologies." Thesis, University of Oxford, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.312634.

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47

Tavalea, Ikapote. "The factors influencing ICT Governance implementation in the organisation : a case study : a dissertation submitted to the graduate faculty of design and creative technologies , AUT University in partial fufilment of the requirements for the degree of Master of Computer and Information Sciences, 2009 /." Click here to access this resource online, 2009. http://hdl.handle.net/10292/728.

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Dissertation (MCIS - Computer and Information Sciences) -- AUT University, 2009.
Includes bibliographical references. Also held in print ( xi, 156 leaves ; 30 cm.) in the Archive at the City Campus (T 658.4038011 TAV)
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48

McKillop, Hannah. "Harry Potter and the Creation of Spiritual Technologies." Thesis, Université d'Ottawa / University of Ottawa, 2020. http://hdl.handle.net/10393/41019.

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In American society, it is assumed that a person who identifies as nonreligious does not participate in activities often associated with religion. In my thesis I will argue that this assumption is false. Over the last 30 years the number of Americans who identify as nonreligious has increased by 200 percent. Yet at the same time, there have appeared numerous new “spiritual technologies” that nonreligious people can participate in, without having to engage in an established religious tradition. The podcast Harry Potter and the Sacred Text exemplifies this phenomenon by asking, “what if we read the books we love as if they were sacred texts?” I will argue that the podcast treats the Harry Potter series as a sacred text primarily by appropriating religious practices from Christianity and Judaism into “spiritual technologies.” An exploration of American Protestantism’s influence on American culture will situation the podcast within its general cultural context. Using comparative analysis, this thesis will explore how the podcast turns traditional religious practices into nonreligious spiritual technologies.
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49

Dhawan, Anuj. "Motivation factors for online buying the price driver : a dissertation submitted to the graduate faculty of design and creative technologies, AUT University, in partial fulfilment of the requirements for the degree of Master of Business, School of Computing and Mathematical Sciences, Auckland, New Zealand, 2008." Abstract. Full dissertation, 2008.

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50

Banfield, Mark. "Service creation combining programmable networks and open signalling technologies." Thesis, Lancaster University, 2001. http://eprints.lancs.ac.uk/42454/.

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The deregulation of the telecommunications sector, and the resulting multi-operator competitive marketplace, has reduced the potential profitability of simple voice traffic. To return to the high dividend levels to which shareholders have become accustomed, operators are forced to turn to other sources of income. Future profitability is likely to come from content delivery and associated value added services, the mergers between various Internet Service Providers (ISPs) and content-creators being championed as the beginning of a new trend within these industries. Faced with a competitive market, network operators are increasingly offering value-added services to differentiate themselves from the competition. At present this is taking the form of concentrating on specialist markets, for example the provision of Virtual Private Networks (VPNs) or multipeer services. This thesis explores the technology necessary to program the network to provide specialist network layer services to meet the distinct customer requirements. This begins with a critical examination of existing service provisioning approaches from both the “open-signalling” and “active networking” domains. The Alpine framework, A Lightweight Programmable Internet Environment, is presented and discussed. This is a model for providing network programmability to third parties, combining programmable and active network technolody. Current emerging industry trends and standardisation are drawn upon the framework. The Alpine framework is compatible with the programmable interface standardisation activity in the IEEE P.1521.3 IP sub-working group. The resulting implementation of the “Active Router” component can this be viewed as an early interpretation of IEEE P.1520 within a novel active networking context. Finally, an evaluation of the architecture is presented, based around an analysis of the mechanisms for service deployment. Central to the architecture has been the adoption of distributed middleware technologies, the performance of which is measured and discussed with respect to applicability in the active networking domain. The architecture and router design fundamentals are qualified through comparison with a state-of-the-art family of commercial routers.
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