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Dissertations / Theses on the topic 'Embodied Technology'

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1

Wallenberg, Marcus, and Per-Erik Forssén. "A Research Platform for Embodied Visual Object Recognition." Linköpings universitet, Datorseende, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-70769.

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We present in this paper a research platform for development and evaluation of embodied visual object recognition strategies. The platform uses a stereoscopic peripheral-foveal camera system and a fast pan-tilt unit to perform saliency-based visual search. This is combined with a classification framework based on the bag-of-features paradigm with the aim of targeting, classifying and recognising objects. Interaction with the system is done via typed commands and speech synthesis. We also report the current classification performance of the system.
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Evangelista, Rinaldo. "Embodied and disembodied patterns of innovation and industrial structure." Thesis, University of Sussex, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.360521.

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Saar, Erik. "Touching reality: Exploring how to immerse the user in a virtual reality using a touch device." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22597.

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This paper explores the field of virtual reality and how immersion and presences can be increased when it comes to navigation and interaction with Virtual Environments. The availability of VR technology has sparked a trend, especially in game development. Old ways of designing for interactive environments have tobe revised. This is done by exploring the massive body of work done on VR, exploring its underlying concepts, using tested design techniques and ways of evaluating interaction for VR. A design suggestion in the form of utilizing a tablet device as the main input device is derived. By u
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Losonci, Isabelle. "Embodied Voices : Gestaltning som en makt-teknologi." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14632.

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Det här kandidatarbetet syftar till att synliggöra länken mellan kroppen och narrativet, och i utförandet belysa och problematisera befintliga maktstrukturer som reproduceras i medietekniska gestaltningar. Genom begreppen situerad kunskap och embodiment reflekterar jag över ifall berättelser, likt kunskap, kan berikas genom akten av begränsning och vad som sker när berättelser färdas från sin originella kontext till en annan. Jag undersöker stereotyp representation av minoriteter så som funktionsförändrade i film, och reflekterar därefter kring mina egna försök att gestalta narrativ utanför mi
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Woulds, Stephen. "Language, literacy and technology : embodied peer-interaction and collaborative writing in an ESOL classroom." Thesis, University of Leeds, 2016. http://etheses.whiterose.ac.uk/15311/.

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This study focuses on digital literacies, and real-time multimodal design, within the context of migrant adult learners in the UK. It seeks to understand the frameworks of peer-interaction when second-language learners are paired at a computer and how they negotiate second-language writing. In this research, pairs of students sharing the same language were tasked with an environmental project which included the digital design of an image, designing a four-page booklet using Publisher, a website and to produce all of these using English as a second language. The process was videoed across a thr
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Douse, Louise Emma. "Moving experience : an investigation of embodied knowledge and technology for reading flow in improvisation." Thesis, University of Bedfordshire, 2013. http://hdl.handle.net/10547/346585.

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The thesis is concerned with the exploration of the notion of ‘flow’ from both a psychological and dance analysis perspective in order to extend the meaning of flow and move beyond a partiality of understanding. The main aim of the thesis recognises the need to understand, identify and interpret an analysis of the moments of flow perceivable in a dancer’s body during improvisatory practice, through technologically innovative means. The research is undertaken via both philosophical and practical enquiry. It addresses phenomenology in order to resolve the mind/body debate and is applied to resea
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Lindblom, Jessica. "Minding the Body : Interacting socially through embodied action." Doctoral thesis, Linköping : Department of Computer and Information Science, Linköping University, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-9523.

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Agbaji, Unekwuojo Esther. "Improving Math Learning With Embodied Game- Based Mobile and Wearable Technologies." Digital WPI, 2019. https://digitalcommons.wpi.edu/etd-theses/1284.

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A field of research that is quickly becoming more prominent is the one related to embodied cognition, which states there is an important association between physical activity and cognition. However, research on the application of embodied cognition to education is still at its infancy. More research needs to be done to understand how motion can contribute to student learning, and even further, research is needed on how learning technologies might support physical activity while learning. This research sits at the intersection of embodied cognition, learning technologies, mobile devic
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Skulmowski, Alexander, and Günter Daniel Rey. "Measuring Cognitive Load in Embodied Learning Settings." Universitätsbibliothek Chemnitz, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-227345.

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In recent years, research on embodied cognition has inspired a number of studies on multimedia learning and instructional psychology. However, in contrast to traditional research on education and multimedia learning, studies on embodied learning (i.e., focusing on bodily action and perception in the context of education) in some cases pose new problems for the measurement of cognitive load. This review provides an overview over recent studies on embodied learning in which cognitive load was measured using surveys, behavioral data, or physiological measures. The different methods are assessed i
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Chu, Yew Yee Sharon L. "An Evaluation Method for Thinking in Technology Ecologies." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/24470.

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As technology progresses, we become surrounded with an ever increasing number of devices. Information can now be persistently represented beyond a single screen and a single session. In the educational context, we see a rapid adoption of the panoply of devices, but often without any careful thought. Devices in isolation are unlikely to enable effective learning. This research explores how devices function in technological display and device ecologies or ecosystems to support human thinking, learning and sensemaking. Based on the theories of Vygotsky's sign mediation triangle, we contribute a
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Wik, Preben. "The Virtual Language Teacher : Models and applications for language learning using embodied conversational agents." Doctoral thesis, KTH, Tal-kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-33579.

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This thesis presents a framework for computer assisted language learning using a virtual language teacher. It is an attempt at creating, not only a new type of language learning software, but also a server-based application that collects large amounts of speech material for future research purposes.The motivation for the framework is to create a research platform for computer assisted language learning, and computer assisted pronunciation training.Within the thesis, different feedback strategies and pronunciation error detectors are exploredThis is a broad, interdisciplinary approach, combinin
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Sewell, Stacey. "The sampling of bodily sound in contemporary composition : towards an embodied analysis." Thesis, University of Plymouth, 2013. http://hdl.handle.net/10026.1/1399.

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The listener’s experience as an embodied subject is at the centre of this work. Embodied experience forms the basis for analyses of three contemporary compositions that sample bodily sound, in order to question how such works represent and mediate the body. The possible applications of this embodied methodology are illustrated through three case studies: Crackers by Christof Migone (2001), A Chance to Cut is a Chance to Cure by Matmos (2001) and Ground Techniques (2009) by Neil Luck. The findings of each analysis are placed within discussion of critical and theoretical concerns related to the
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Ebel, Mirte. "Quizzerfid : Stimulating curiosity through RFID technology." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-39148.

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Computer technology is increasingly being implemented into objects other than the standard desktop computer, be it for keeping existing products current in our digital age or simply exploring the possibilities within the field of embodied interaction. The present paper investigates the emotional-motivational state of curiosity by discussing the design process and results from “Quizzerfid”, a design exploration on the use of RFID technology on a tangible puzzle. A short background on curiosity, embodied interaction, RFID technology, and other related projects will be given, to finally investiga
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Skulmowski, Alexander, and Günter Daniel Rey. "Adjusting Sample Sizes for Different Categories of Embodied Cognition Research." Frontiers Media SA, 2018. https://monarch.qucosa.de/id/qucosa%3A34289.

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Introduction Research in the field of embodied cognition is occupied with a variety of research questions stemming from the idea that cognition is deeply connected with bodily aspects such as perception and action (Barsalou, 1999, 2008). However, some embodiment studies have been identified to exhibit problems such as non-replicable results (Lakens, 2014). With this article, we wish to accomplish three aims: exemplifying ways of categorizing embodied cognition research in an informative manner; providing guidelines on how to identify problematic study designs; suggesting solutions for potenti
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Márquez, Segura Elena. "Embodied Core Mechanics : Designing for movement-based co-located play." Doctoral thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-284601.

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Movement-based interactive systems for play came into the spotlight over a decade ago, and were met with enthusiasm by the general public as well as the Human-Computer Interaction research community. Yet a decade of research and practice has not fully addressed the challenge of designing for the moving body and play. This thesis argues that often, the role of the technology to sustain the play activity, and to drive the design process, has been over-emphasized, and has resulted in limited design possibilities. This thesis explores an alternative design approach to address the problem through c
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Lotero, Luis Alejandro Andrade. "Elicited Gestures| An Embodied Instructional Design to Support the Understanding of Quantitative Patterns of Complex Systems." Thesis, Indiana University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10931301.

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<p> My dissertation explores how elicited gestures can support 6th grade students&rsquo; understanding of nonlinear dynamics of complex systems. My hypothesis is that elicited gestures make these patterns salient to the student, who learns about these quantitative dynamics via embodied mechanisms. To elicit these gestures, I designed a computer simulation called the Embodied Simulation of Population Dynamics (ESPD). The ESPD elicits bimanual gestures to represent nonlinear changes between two quantities. I explore how the learning from elicited gestures can take place at three different granul
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Oliveira, Francisco Carlos De Mattos Brito. "Enabling the Blind to See Gestures." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/28508.

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Mathematics instruction and discourse typically involve two modes of communication: speech and graphical presentation. For the communication to remain situated, dynamic synchrony must be maintained between the speech and dynamic focus in the graphics. Sighted students use vision for two purposes: access to graphical material and awareness of embodied behavior. This embodiment awareness keeps communication situated with visual material and speech. Our goal is to assist students who are blind or visually impaired (SBVI) in the access to such instruction/communication. We employ the typical app
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Krogh, Martin. "Exploring Slow Technology in the Home." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22349.

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In the present thesis a landscape of slow technology in the domestic home is explored to contrast the prevailing fast paced constant-on-and-connected devices of today. Through 3 technology probes (provotypes) deployed in 7 different homes, different parts of this landscape has been unfolded showing what slow technology might mean for interaction designers, from the user perspective, and what potentials it might carry. Potentials include delaying the availability of our devices, working with different layers of intrusiveness, looking into the distant future, and the introduction of small ritual
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Derrick, Douglas C. "Special-Purpose, Embodied Conversational Intelligence with Environmental Sensors (SPECIES) Agents: Implemented in an Automated Interviewing Kiosk." Diss., The University of Arizona, 2011. http://hdl.handle.net/10150/145272.

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I utilized a design science approach to create an automated kiosk that uses embodied intelligent agents to interview individuals and detect changes in arousal, behavior, and cognitive effort by using psychophysiological information systems. This dissertation achieves three primary purposes.First, I describe the creation of this new Information Technology artifact, discuss design choices, and show the completed prototype.Second, related to this new system, I propose a unique class of intelligent agents, which are described as Special Purpose Embodied Conversational Intelligence with Environmen
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Åhlund, Hanna. "A comparative study of embodied and operational environmental impact of a multifamily building with different framework materials." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172655.

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The different life cycle phases of a building account for different amounts of environmental impact. During the past years the operational energy use in the building and construction sector has been reduced whilst relative and absolute embodied impact has increased. To reduce the overall environmental impact, design and material choices have to be optimized in relation to the energy use. The performed study aims to enhance more environmentally conscious decision-making in the building and construction sector by increasing awareness and knowledge about the environmental impact from life cycle p
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Rountree, Wendy Leigh. "Redesigning Traditional Children’s Games to Teach Number Sense and Reinforce Measurement Estimation Skills Using Wearable Technology." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/506.

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Children are born with an intrinsic motivation to play games. Over the past decade, educational video games have invaded mainstream classroom instruction and researchers are “considering how games might be used in pursuit of engaging, effective learning experiences� (Squire and Jenkins, 2003). This research encompasses designing math games using a constructivist and embodied cognition pedagogy in an effort to answer the question: “Will overlapping wearable technology and mathematical objectives with traditional children’s games show improved efficacy in students’ math skills and incr
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Homewood, Sarah. "TURNED ON / TURNED OFF: Investigating the Interaction Design Implications of the Contraceptive Microchip." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23530.

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In 2018 a new contraceptive method in the form of a programmable microchip implant will be made available to women. This research attempts to unpack the interaction design implications of the marriage between contraceptive methods and digital technology that the contraceptive microchip represents. The contraceptive microchip comes with a remote control component that is handed to the user so that they can de-activate and re-activate their own fertility. This research uses a range of methods including performance-based speculative design in order to unpack the interaction design implications of
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Cervera, Torres Sergio [Verfasser], and Peter [Akademischer Betreuer] Gerjets. "Influencing appraisals of emotional valence with spatial touchscreen interactions : An embodied approach to Positive Technology / Sergio Cervera Torres ; Betreuer: Peter Gerjets." Tübingen : Universitätsbibliothek Tübingen, 2017. http://d-nb.info/116823249X/34.

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Hecht, Manuela, and Kristina Babik. "An Approach of applying Motion-Sensing Technology to Design and Development Processes of Apparel Value Chains." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-408.

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The area of the research comprises the field of virtualization as specified to the field of three-dimensional user interfaces (3D UIs). It is an approach of applying the field of motion-sensing technology to potential areas of apparel value chains focusing on design. The background of this thesis is the industry’s established 3D design and development process and new digital tools that enable embodied interaction. So far companies are still working with a limited 3D design approach, which requires several non-value-adding activities, e.g. technical sketching and pattern creation, before a prod
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Lee, Shih-Mei. "Curiosity and experience design : developing the desire to know and explore in ways that are sociable, embodied and playful." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/20977.

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Curiosity, as a strong motivator for exploration and discovery, has long been an underexplored but important emotional response in relation to technology. This research considers that it has great potential to improve many aspects of the user experience, especially in today’s screen-saturated context. However, engaging curiosity by novelty and uncertainty may exhaust attentional strength and challenge usability. Thus, the purpose of this research is to find ways to foster the human trait of curiosity and avoid its negative effects. To gain an in-depth understanding of curiosity, the first chap
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Pissini, Jessica M. "Embodied by Design: The Presence of Creativity, Art-making, and Self in Virtual Reality." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1594831377515567.

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Bingle, Gwen Verfasser], Ulrich [Akademischer Betreuer] [Wengenroth, and Karin [Akademischer Betreuer] Zachmann. "Under the Sign of the Body: Technology, Commodification and Embodied Consciousness in Late 20th Century Germany / Gwen Bingle. Gutachter: Karin Zachmann. Betreuer: Ulrich Wengenroth." München : Universitätsbibliothek der TU München, 2012. http://d-nb.info/1029818959/34.

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Goulding, Josie. "Embodied relationships the therapist's experience : this dissertation is submitted to Auckland University of Technology in partial fulfilment of the degree of Master of Health Science - Psychotherapy, 2003." Full thesis. Abstract, 2003.

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Thesis (MHSc--Health Science) -- Auckland University of Technology, 2003.<br>Appendices A and E not included in e-thesis. Also held in print (138 leaves, 30 cm.) in Akoranga Theses Collection. (T 616.8914 GOU)
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Conestabile, Della Staffa Beatrice. "LCA(Life Cycle Assessment) e SAT (Sustainability Assessment of Technology)Come strumenti di gestione sostenibile delle condotte dell'acquedotto di Reggio Emilia." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2010. http://amslaurea.unibo.it/1660/.

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Wingårdh, Ludvig. "Construction of prefabricated concrete buildings : A comparative attributional LCA." Thesis, KTH, Hållbar utveckling, miljövetenskap och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-299525.

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This master thesis investigated the influence of prefabrication rate of buildings on the embodied environmental impacts. Through a comparative attributional LCA four different Swedish buildings were investigated to explore the influence of PR on the environmental impacts in the categories Cumulative Energy Demand, Global Warming Potential, Water Consumption, Fossil Resource Scarcity, and Mineral Resource Scarcity. The reference buildings had prefabricated rates of 14, 26, 38 and 91%. The results indicate that a higher prefabricated rate (PR) can lead to a lower impact in these categories to so
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Atılım, Şahin. "Hacking the Gestures of Past for Future Interactions." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23141.

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This study proposes a new “vocabulary” of gestural commands for mobile devices, based on established bodily practices and daily rituals. The research approach is grounded in a theoretical framework of phenomenology, and entails collaborative improv workshops akin to bodystorming. The combination of these methods is named as “hacking the physical actions” and the significance of this approach is highlighted, especially as a constituting source for the similar researches in this field. The resulting ideas for gestural commands are then synthesized and applied to fundamental tasks of handling mob
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Merritt, Michele. "Queering Cognition: Extended Minds and Sociotechnologically Hybridized Gender." Scholar Commons, 2010. http://scholarcommons.usf.edu/etd/3627.

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In the last forty years, significant developments in neuroscience, psychology, and robotic technology have been cause for major trend changes in the philosophy of mind. One such shift has been the reallocation of focus from entirely brain-centered theories of mind to more embodied, embedded, and even extended answers to the questions, what are cognitive processes and where do we find such phenomena? Given that hypotheses such as Clark and Chalmers‘ (1998) Extended Mind or Hutto‘s (2006) Radical Enactivism, systematically undermine the organism-bound, internal, and static pictures of minds a
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Ranten, Maja Fagerberg. "Wearables as medium of expression between bodies." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21962.

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This thesis introduces the exploration of making wearables as a collaborative expression between a performer and a participant in a performative participatory installation. With a phenomenological view on our embodied experience with technology, the methodological approach is program/experiment dialectics, mixing experiments in the lab with exploration in the field. The thesis introduces the full process, the program and experiments where the perception (the embodied interaction with the materials and the context) of the designer/researcher and participants has been a great resource of the ite
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Nilsson, Per, and Joel Norrman. "Förbättringsåtgärder i dagens livscykelanalysarbete : En studie av två programvaror." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Byggnadsteknik och belysningsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36596.

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Syfte: För nybyggda hus står den inbyggda koldioxiden för en allt större andel av byggnadens klimatpåverkan under livscykeln. Detta på grund av bättre klimatskal och driftsystem. Forskningsrapporter visar att klimatpåverkan i form av inbyggd koldioxid kan minska om digitala analysverktyg används i projekteringen. Syftet med den här rapporten är att undersöka hur analyserna går till samt hur de kan bli enklare och mer noggranna. Metod: För att uppfylla syftet används en litteraturstudie och semistrukturerade intervjuer för att kartlägga användningen av LCA för att dra lärdomar och se förbättrin
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Choinière, Isabelle. "Intercorporeality and technology : toward a new cognitive, aesthetic and communicative paradigm in the performing arts." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/8804.

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The goal of this thesis was to reassess the relationship between the moving body and technology, and more specifically, to focus on recent perspectives in the performing arts which inscribe new manifestations and dynamics of cross-pollination between the somatic and technology. According to Dr. Andrea Davidson, 'Such research has rarely been formally identified with the specialised field of somatics' (2013, p.3). The thesis thus proposes to reflect on the experience and conception of the performative body in the link it entertains with technology. Investigating this relationship, it defines a
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Bocklisch, Franziska. "Different or the Same? Determination of Discriminatory Power Threshold and Category Formation for Vague Linguistic Frequency Expressions." Frontiers Media SA, 2019. https://monarch.qucosa.de/id/qucosa%3A34677.

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In psychological research, many questionnaires use verbal response scales with vague linguistic terms (e.g., frequency expressions). The words’ meanings can be formalized and evaluated using fuzzy membership functions (MFs), which allow constructing distinct and equidistant response scales. The discriminatory power value of MFs indicates how distinct the functions and, hence, the verbal expressions are. The present manuscript interrogates the threshold of discriminatory power necessary to indicate a sufficient difference in meaning. Using an empirical validation procedure, participants (N = 13
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Schaper, Marie-Monique. "Co-design strategies with children in full-body interaction for situated non-formal learning experiences." Doctoral thesis, Universitat Pompeu Fabra, 2019. http://hdl.handle.net/10803/665482.

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This dissertation focuses on better achieving co-design of Full-Body interactive learning experiences with children and experts (teachers, museum curators, pedagogues, etc.). Hence, on the one hand, it has studies how to better design Full-Body Interaction for children in public spaces and, on the other, how to achieve a better involvement of co-designers during the design process to have their voice and vision in the final experiences. The study focuses specifically on learning experiences for public space. These non-formal learning contexts (such as museums, cultural heritage sites and theat
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Jusis, Camilla. "Knot – A Signature Based Notification System." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23938.

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The thesis project underlines the importance of designing calm and subtle technologies, by exploring how mobile communicative technologies, such as cell phones, could notify their users about incoming information in a more natural, and non-intrusive manner. The aim of the thesis was to find a way for cell phones to act more appropriately in public and social settings, where they now often are considered intrusive due to their uninhibited manifestations.The thesis provides a theoretical understanding of how normative expectations of cell phone conduct are constituted and maintained within publi
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Maranan, Diego Silang. "Haplós : towards technologies for, and applications of, somaesthetics." Thesis, University of Plymouth, 2017. http://hdl.handle.net/10026.1/10170.

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How can vibrotactile stimuli be used to create a technology-mediated somatic learning experience? This question motivates this practice-based research, which explores how the Feldenkrais Method and cognate neuroscience research can be applied to technology design. Supported by somaesthetic philosophy, soma-based design theories, and a critical acknowledgement of the socially-inflected body, the research develops a systematic method grounded in first- and third-person accounts of embodied experience to inform the creation and evaluation of design of Haplós, a wearable, user-customisable, remote
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Gustafson, Joakim. "Developing Multimodal Spoken Dialogue Systems : Empirical Studies of Spoken Human–Computer Interaction." Doctoral thesis, KTH, Tal, musik och hörsel, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3460.

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This thesis presents work done during the last ten years on developing five multimodal spoken dialogue systems, and the empirical user studies that have been conducted with them. The dialogue systems have been multimodal, giving information both verbally with animated talking characters and graphically on maps and in text tables. To be able to study a wider rage of user behaviour each new system has been in a new domain and with a new set of interactional abilities. The five system presented in this thesis are: The Waxholm system where users could ask about the boat traffic in the Stockholm ar
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Giesa, Anette Isabella. "Navigating through haptics and sound: Exploring non-visual navigation for urban cyclists to enhance the cycling experience." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21693.

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Bicyclist are increasingly shaping the picture of urban traffic. With regard to guided navigation through urban areas, navigation systems that are designed for this type of traffic participants do not offer a satisfying solution. Voice instructions are often perceived as annoying and far too detailed. In addition, the usage of headphones to hear these instructions reduces the hearing and localization of environmental sounds significantly. Visual information on the other hand, draws the attention too much away from the main traffic situation. This effects the ability to react to and interact wi
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Samanci, Ozge. "Embodying comics reinventing comics and animation for a digital performance /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29630.

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Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.<br>Committee Chair: Mazalek, Alexandra; Committee Member: Bolter, Jay; Committee Member: Knospel, Kenneth; Committee Member: Murray, Janet; Committee Member: Winegarden, Claudia Rebola. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Hansen, Simon. "TEXTILE - Augmenting Text in Virtual Space." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23172.

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Three-dimensional literature is a virtually non-existent or in any case very rare and emergent digital art form, defined by the author as a unit of text, which is not confined to the two-dimensional layout of print literature, but instead mediated across all three axes of a virtual space. In collaboration with two artists the author explores through a bodystorming workshop how writers and readers could create and experience three-dimensional literature in mixed reality, by using mobile devices that are equipped with motion sensors, which enable users to perform embodied interactions as an inte
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Ericsson, Duffy Mikael. "Popularizing implants : Exploring conditions for eliciting user adoption of digital implants through developers, enthusiasts and users." Thesis, Malmö universitet, Malmö högskola, Institutionen för datavetenskap och medieteknik (DVMT), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36910.

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Digital implants have become a new frontier for body hackers, technology enthusiasts and disruptive innovation developers, who seek to service this technology for themselves and to new users. This thesis has explored conditions for future user adoption of human body augmentation with digital implants. The conditions explored were mainly self-beneficial health optimization through technology, self-quantification or convenience scenarios. Applying Diffusion Of Innovation theory, Value-based Acceptance Model and research through design methods were used. The process consisted of quantitative and
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Barkat, Daoud Saïda. "Savoirs, Représentations & Pratiques d'intervention sur le Sexe altéré des Femmes Noires (France, XVIIe-XXIe siècle). Le dispositif biopolitique de la chirurgie des mutilations sexuelles : technologie de genre, Race, Réparation et Soin." Thesis, Paris, EHESS, 2019. http://www.theses.fr/2019EHES0168.

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L'altération du sexe des femmes africaines et afropéennes a souvent été appréhendée comme relevant d'institutions culturelles, de conventions, ou encore de normes sociales régissant les rapports sociaux de sexe dans les groupes la mettant en œuvre. Privilégiant plutôt une interprétation en termes de technologie – le dispositif de la lame comme ensemble de discours, pratiques et expériences incorporées – cette thèse étudie le dispositif de la "chirurgie des mutilations" à propos duquel elle se pose deux questions. Quel le devenir du sexe altéré à l'épreuve de la lame ? L'articulation des rappor
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Kenklies, Kai Malte. "Instructing workers through a head-worn Augmented Reality display and through a stationary screen on manual industrial assembly tasks : A comparison study." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172888.

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It was analyzed if instructions on a head-worn Augmented Reality display (AR-HWD) are better for manual industrial assembly tasks than instructions on a stationary screen. A prototype was built which consisted of virtual instruction screens for two example assembly tasks. In a comparison study participants performed the tasks with instructions through an AR-HWD and alternatively through a stationary screen. Questionnaires, interviews and observation notes were used to evaluate the task performances and the user experience. The study revealed that the users were excited and enjoyed trying the t
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Kalmbach-Özdem, Monika. "Neurostimulations-Kultur." Doctoral thesis, Humboldt-Universität zu Berlin, 2017. http://dx.doi.org/10.18452/18804.

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Die Medizintechnik Tiefe-Hirnstimulation ist nicht nur als naturwissenschaftlich-technisches Produkt zu sehen, sondern vor allem auch als kultur-technische Leistung mit historischen Wurzeln. Dieserart Schnittstellenhandlungen nehmen einen festen Platz in der Medizingeschichte ein und sind nicht losgelöst von dieser zu bestimmen. Ein- und zugreifende Praktiken wie Trepanationen und Schädelkulte sind vielfältig verankert und offenbaren einen menschheitsalten Wunsch nach Einflussnahme und Bemächtigung. Hierüber lässt sich der Mensch als verknüpf-, einstell- und gestaltbare Entität im Rahmen 'euto
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Fadjo, Cameron Lawrence. "Developing Computational Thinking Through Grounded Embodied Cognition." Thesis, 2012. https://doi.org/10.7916/D88058PP.

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Two studies were conducted to examine the use of grounded embodied pedagogy, construction of Imaginary Worlds (Study 1), and context of instructional materials (Study 2) for developing learners' Computational Thinking (CT) Skills and Concept knowledge during the construction of digital artifacts using Scratch, a block-based programming language. Utilizing a conceptual framework for grounded embodied pedagogy called Instructional Embodiment, learners physically enacted (Direct Embodiment) and mentally simulated (Imagined Embodiment) the actions and events as presented within pre-defined Scripts
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Nurkhamid and 洪正鈞. "An embodied approach with technology support to promote active learning in a classroom." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/40057247496351904965.

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博士<br>國立中央大學<br>資訊工程學系<br>102<br>本論文研究如何運用體感互動設備來幫助學生能在教室內進行主動學習,在許多教育研究上已證實,學生能主動學習時,學習成效會比學生以被動的方式進行效果高很多,雖然目前的科技能提供學生在教室內主動學習的機會,但是使用起來仍不太理想,使得許多老師在教學時,對於採用主動式學習的教學輔具仍很保留,使得目前的課堂教學仍是讓學生以被動聽講的方式進行居多,因此本論文探討如何設計能讓學生在教室內進行主動學習的環境。 主動學習的核心要素為學生的學習活動和參與度,因此本研究從學生的身體動作著手,探究如何能讓學生在情境中以自然的方式來與模擬環境互動,體現認知理論也強調學習者學習過程的身體動作,也是重要認知的一部分,剛好現今的體感互動科技已成熟,如微軟的體感控制器-Kinect,取代了傳統人類透過鍵盤、滑鼠和電腦互動的方式,而本研究則以此工具,設計開發了能讓學生在教室內進行主動學習的輔助學習系統。 在教室內能讓學生走入情境中以自然的肢體互動運用所學知識解決面臨的問題是不容易的,但體感控制科技的發明卻在此議題上露出了曙光,學生能因此走入虛擬情境中,以體感互動的方式主動進行學習,也能看到學生自己的影像在情境中及時的呈現,因此本研究提出了能讓學生自我觀察的學習模式,以直覺的方式來與學習情境互動,學生能與投影布幕中的虛擬人對話互動,學生也能同時觀察到自
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Lin, I.-Hsuan, and 林逸軒. "The Economic Effects of CO2 Abatement Polices:the Endogenous Growth Model Embodied Energy-Saving Technology." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/05304777819371366661.

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碩士<br>國立臺北大學<br>經濟學系<br>95<br>In this paper, the endogenous growth model developed by van Zon and Yetkiner (2003) is extended to explore the relationship among energy use, CO2 abatement, and economic growth. We illustrate how energy policy, climate policy, and R&D subsidy policy should be designed and coordinated so that the CO2 abatement target is achieved without affecting economic growth. The focus of this paper is to compare the effect of energy tax on economic growth with that of carbon tax, given the same CO2 abatement target. Besides, the scenarios of tax recycling as a subsidy on R&D u
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