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1

Stine, Anthony Philip. "Citizenship, Duty and Virtue: A Vision of Jefferson's America." PDXScholar, 2011. https://pdxscholar.library.pdx.edu/open_access_etds/316.

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In contemporary American political life, concepts such as duty to country and society often play a role in political discourse, but are often forgotten in the lives of average Americans. The life of the average citizen is focused on issues of economic survival, familial matters, and the diversions that occupy persons. Devotion to country is made an at best secondary concern for Americans. The purpose of this work is to examine the concepts of civic virtue that historically have dominated American political thought, using the writings of Thomas Jefferson and his influences as the primary source material for this effort, as well as the writings of modern western political theorists. Through this work, a conflict emerges between the values of western liberal thought and classic republicanism; to this end, a secondary purpose of this work is to reconcile those differences in an American context. Finally, a third purpose of this work is to offer a theoretical plan for re-connecting the average citizen with concepts of civic virtue through a proposal for public service.
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Lasky, Benjamin M. "Chronic accessibility of virtue-trait inferences : a social-cognitive approach to the moral personality." Virtual Press, 2000. http://liblink.bsu.edu/uhtbin/catkey/1177985.

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This study examined the hypothesis that the moral personality is one in which moral knowledge structures are chronically accessible. A spontaneous trait inference cued-recall paradigm was employed. It was expected that those with chronically accessible moral knowledge structures (N = 61) would spontaneously encode virtue-content information differently than those with less chronically accessible moral knowledge structures (N = 77). High and low moral chronic accessibility participants were instructed to memorize sentences that contained virtue-content implications. Sentence recall was then cued by either virtuous dispositional terms or by words that were linked semantically to the sentences. Within the spontaneous processing condition, dispositional cues prompted twice as much recall as semantic cues among participants with high moral chronic accessibility whereas semantic cues prompted twice as much recall as dispositional cues among participants with low moral chronic accessibility. As predicted, within the deliberate processing conditions, there were no high/low moral chronic accessibility differences. These findings support the claim that the moral personality is usefully conceptualized in terms of the chronic accessibility of moral knowledge structures.
Department of Educational Psychology
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3

Björkman, Barbro. "Ethical aspects of owning human biological material." Licentiate thesis, KTH, Philosophy and History of Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-610.

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4

Bridges, Jennifer. "Reclaiming Female Virtue: Social Hygiene, Venereal Disease and Texas Reclamation Centers during World War I." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404551/.

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During the Progressive Era in the United States, social hygiene reformers underwent a fundamental change in their stance toward women accused of prostitution or promiscuous behavior. Rather than viewing such women as unfortunate victims of circumstance who were worthy of compassion, many Progressives deemed them as predatory villains who instead deserved incarceration, forced rehabilitation, and non-consenting medical interference. Texas, due to the many military bases within its borders, became a key battleground in this moral crusade against women as the carriers and proliferators of VD. "Promiscuous" women were seen as not only dangerous to the soldiers but also as a threat to the nation's security, creating an environment that led Texas Progressives to suppress women's civil liberties in the name of protecting soldiers. The catalyst for this change in attitude was World War I. The Great War brought to the forefront an unpleasant reality facing a significant percentage of America's fighting men: venereal disease. While combating sexually transmitted diseases was a serious medical and manpower concern for the military in the era before penicillin, the sole focus on women as the carriers and proliferators of VD led to a nationwide campaign against the "social evil" that demonized women and led to the suspension of thousands of women's habeas corpus rights. This dissertation examines how the twin crusades of Progressivism and the War to End All Wars created conditions in Texas that for many women meant appalling repression rather than progress toward the enjoyment of greater equality.
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Pargman, Daniel. "Code begets community : on social and technical aspects of managing a virtual community /." Linköping : Tema, Univ, 2000. http://www.bibl.liu.se/liupubl/disp/disp2000/arts224s.htm.

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6

Touza, Leopoldo Sebastián. "Red de Argentinos : identity and citizenship in a virtual community." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ37239.pdf.

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7

Cecil, Malcolm Kirk. "Simulation and the digital refiguring of culture." Thesis, McGill University, 1996. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=26726.

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This thesis elaborates on existing definitions and descriptions of simulation to develop an extended, inter-disciplinary concept of simulation that serves as an orienting model for the interpretation of culture. As cultural theory, simulation offers insights into the stabilization and propagation of cultural forms. Used descriptively, the metaphor of simulation throws into definition a cultural pattern of progressive formalization through increasingly sophisticated methods of abstraction. I find evidence of the pattern at many levels of analysis; metaphysical, social and micro-social, particularly at the level of the body. I use the speculative notion of the digital refiguring of culture to articulate this tendency towards abstraction through a parallel with the enhanced analytic and representational capacities of digital technology. I consider several actual and hypothetical ways that the computer figures in this process. I argue that the basis for cultural form is shifting away from the referential function of the body, as the abstract realm of mediated relations takes on greater importance in modern culture.
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8

Godley, Donnae-Maree. "Dasein online! a study of the experience of flow in the virtual playground." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1002492.

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The purpose of this study was twofold. First, it aimed to present and understand the experiences of online gamers from the paradigm of positive psychology. To achieve this, the phenomenon of flow was investigated to see whether or not, it is experienced whilst gaming online and if present, how it is revealed in this context. The second purpose was to contribute to theory building and to respond to extant research recommendations. Aligned with a qualitative orientation, the method selected to achieve the objectives of the study was interpretative phenomenological analysis. A sample of four participants who met the criteria for inclusion in the research were selected and interviewed using semi-structured interviews. Data was analysed and interpreted inductively and categorised into superordinate themes. These were presented as two sections: Section A explored the experience and meaning of online gaming through the following three superordinate themes; intention, pre-gaming rituals and gaming process. Section B discussed the social experience and meaning of gaming online through the superordinate theme, a gamers way. This study both challenged and supported theory and research in the field and introduced novel areas, such as pregaming rituals and the subthemes; marijuana and gaming space. This is a notable and promising "side effect" of a research design that is exploratory. Findings called for future multi-disciplinary research into flow, gaming and online relationships considering Csikszentimaihalyi‟s concept of autotelic relationships and Heideggers‟ philosophical framework.
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9

Xiao, Han. "Virtual community as a public space : a case study on a Chinese study abroad BBS." Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1874191.

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10

Carney, Ryan E. "Defining and exploring virtual reality : a Burkeian and heuristic analysis." CardinalScholar 1.0, 2010. http://liblink.bsu.edu/uhtbin/catkey/1562869.

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Virtual reality has existed for many years, dating back to the 1940s but becoming popular on a larger scale in the late 1980s and early 1990s. It has been largely regarded as something of a plaything or hobby and, in general, as something that is on a lower echelon when compared to physical reality. In recent years, however, as our society becomes more interconnected via the Internet and as highly interactive web services, such as Facebook, Second Life, and Twitter, play a larger role in individualsʼ lives, a reexamination of the status of virtual reality becomes necessary. ! This study employs the work of a major twentieth century critic, Kenneth Burke, and from his conception of dramatism to demonstrate that 1) virtual reality, for many, is a significant reality that can often lead to the formation of meaningful relationships between individuals and 2) the significance of this reality is born out of users dramatizing their online experiences. Through heuristics and dramatistic analysis, I examine how the users of Facebook dramatize their actions and collectively contribute to the formation of a controlling narrative that can be seen across all of virtual reality. Further, the findings of this thesis provide a heuristic foundation for future research into virtual reality.
The problem -- Literature review -- Method -- The controlling drama of Facebook as a virtual reality -- Conclusions, limitations and heuristic propositions.
Department of Telecommunications
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11

Li, Fei. "Segregation in physical and virtual spaces : a time-geographic study." HKBU Institutional Repository, 2011. http://repository.hkbu.edu.hk/etd_ra/1280.

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12

Hunter, Jesse. "The virtual stage : play, drama, and agency in communications." Thesis, McGill University, 1996. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=42057.

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This dissertation responds to a recent zeitgeist and climate of controversy surrounding issues of "virtuality" and "simulation" Such terms are treated as problematic and essentially contested when framed in reference to notions of a fixed observable "reality" rather than considered in terms of socially constructed facts, relationships and identities. The concept of the "virtual stage" advanced in this thesis, refers to the current historical moment in communications technology development as well as to the dramaturgical perspective which informs the theoretical approach and argument.
In this dissertation, virtual reality is treated not as a single technology or corpus of machines, but following conventions established in recent telepresence research as an experience which can obtain in varying degrees by means of a host of communications media.
Several complementary approaches are proposed and examined as a provisional framework for the study of emerging contemporary discourses of virtuality. Issues of virtuality are discussed from the perspective of historical cases which invite comparison and suggest a palimpsest of earlier technological modes of communication within contemporary situations. The social construction of technology approach is introduced following recent suggestions for marrying this approach to the Canadian tradition of socio-historical study of communication technology. Finally, play and dramaturgical theory are offered as a model for understanding how community and individual identity are constructed and maintained in some forms of computer mediated communication (video games, MUDs, and IRC) while allowing for potentially plausible notions of human agency.
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Ortega, Luciane Meneguin. "Proposta de infra-estrutura sócio-cultural essencial em organizações virtuais." Universidade de São Paulo, 2001. http://www.teses.usp.br/teses/disponiveis/18/18135/tde-10042017-124947/.

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Na busca por soluções organizacionais, modelos alternativos de redes de cooperação, como forma otimizada de gestão, vêm sendo pesquisados e propostos. O conceito de empresa virtual é uma destas propostas, tendo como característica a integração de competências de diferentes empresas que se unem para satisfazer oportunidades específicas de negócio. Um ambiente adequado para as empresas virtuais se constituírem rapidamente é através da criação de organizações virtuais, formadas por empresas pré-dispostas a cooperarem e que juntas, buscam novas oportunidades de mercado. O pré-requisito para seu adequado funcionamento depende de quatro infra-estruturas: física, legal, de informação e a sócio-cultural. A ausência de estudos e ações aprofundadas sobre a parte sócio-cultural pode inviabilizar o bom desempenho das organizações virtuais devido, principalmente a falta de cultura de cooperação baseada na confiança. No sentido de minimizar o problema, este trabalho define uma infra-estrutura sócio-cultural essencial que suporta a participação de empresas em organizações virtuais contribuindo para um maior conhecimento científico sobre aspectos sócio-culturais em ambientes dinâmicos e viabilizando maiores chances de sucesso das organizações virtuais. Esta infra-estrutura é baseada em estudo de caso numa organização virtual brasileira onde, numa experiência de três anos, benefícios, problemas e sugestões são apresentados servindo assim, como um referencial para futuras organizações virtuais.
The actual fast dynamic in the business impose of the enterprises more flexibility and so an inquiry for organizational solutions to make this enterprises competitivities. New alternative models of cooperation chain between enterprises as a way of optimized management have been research and proposal. The Virtual Enterprise concept is one of this proposes having as characteristic the integration of the abilities, or competences, of this existent enterprises join itself to satisfy specific opportunities of business. One manner to create a proper environment to quickly constitute a virtual enterprise is among the creation of a Virtual Organization, formed by enterprises predisposes and qualified to cooperate seeking together new opportunities to operate in the market. This organizations owing for a good growth four substructures: physical, legal, of information and social-cultural. The absence of profound studies and actions about the social-cultural substructure can make unable the good performance of the virtual organizations due, mainly, to the absence of the cooperation culture based in trust. In sense to minimize this problem this work define a essential social-cultural substructure to support the participation of enterprises in Virtual Organizations contributing to a scientific knowledge about social-cultural aspects in dynamics environments and allowing higher chances of success of the Virtual Organizations. This substructure is based in a study of case in the brazilian virtual organization, where in a experience among three years, benefit, problems and suggestions are presented serving so as a referential to the future virtual organizations.
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14

Tsakiropoulou, Ioanna Zoe. "The piety and charity of London's female elite, c.1580-1630 : the wives and widows of the aldermen of the City of London." Thesis, University of Oxford, 2016. https://ora.ox.ac.uk/objects/uuid:1b933cc5-905a-4be0-b10b-a20aec49997a.

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Why was an ideal of elite women's virtue promoted in London c. 1580-1630, and why was it based on their reformed piety and charity? To what extent can elite women's piety and charity reveal their religious identity, among an elite characterised as 'puritan' by contemporaries and historians? How did women practise piety and charity in a worldly City, and did they share a civic ethos? This thesis engages with historiographies of urban history, the history of charity and hospitality, and gender history. It concerns over 400 wives and widows of the 331 aldermen elected 1540-1630, and uses 78 widows' wills. Women's wills are analysed qualitatively save to consider widows' public charitable bequests. From preambles to exceptionally diffuse bequests, wills are an intimate source for studying women's religious identity through their piety and charity. They reveal women's understanding of their gender in a patriarchal society that fostered an attitude of sorority that is particularly evident in women's charity and hospitality. To study the piety and charity of aldermen's wives extra-testamentary personal evidence complements the wills. Sources written by women themselves include a household book used to reconstruct a woman's charity and hospitality, portraits, devotional works and letters. Sources of praise and abuse authored by men including Stow's Survay, funeral sermons, verse libel and verbal abuse are used to reconstruct ideals and antitypes of elite female virtue and hypocrisy, and are read critically in comparison with other sources to furnish evidence of female piety and social conduct. Chapter II-VII focus on the conforming female elite, comparing contemporary discussion of female piety, charity and religious identity to women's lives and practice in the household and the community, and Chapter VIII considers three Catholic women to ask to what extent the civic ethos shared by reformed City women could accommodate even their recusant kinswomen.
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15

Chen, Yu. "Essays on Intergenerational and Regional Aspects of Water Management." FIU Digital Commons, 2014. http://digitalcommons.fiu.edu/etd/1525.

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This dissertation consists of three essays on different aspects of water management. The first essay focuses on the sustainability of freshwater use by introducing the notion that altruistic parents do bequeath economic assets for their offspring. Constructing a two-period, over-lapping generational model, an optimal ratio of consumption and pollution for old and young generations in each period is determined. Optimal levels of water consumption and pollution change according to different parameters, such as, altruistic degree, natural recharge rate, and population growth. The second essay concerns water sharing between countries in the case of trans-boundary river basins. The paper recognizes that side payments fail to forge water-sharing agreement among the international community and that downstream countries have weak bargaining power. An interconnected game approach is developed by linking the water allocation issue with other non-water issues such as trade or border security problems, creating symmetry between countries in bargaining power. An interconnected game forces two countries to at least partially cooperate under some circumstances. The third essay introduces the concept of virtual water (VW) into a traditional international trade model in order to estimate water savings for a water scarce country. A two country, two products and two factors trade model is developed, which includes not only consumers and producer’s surplus, but also environmental externality of water use. The model shows that VW trade saves water and increases global and local welfare. This study should help policy makers to design appropriate subsidy or tax policy to promote water savings especially in water scarce countries.
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Diallo, Papa Fary. "Aspects socioculturels et temporels dans les ontologies pour les communautés virtuelles." Thesis, Université Côte d'Azur (ComUE), 2016. http://www.theses.fr/2016AZUR4055/document.

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Les travaux présentés dans cette thèse concernent la modélisation des aspectssocioculturels et temporels pour permettre aux communautés sénégalaises departager et de co-construire leur connaissances socioculturelles. En effet, avecla mondialisation la nouvelle génération sénégalaise a de moins en moins deconnaissances sur son environnement socioculturel. Ainsi, nous avons initié lamise en place d'une application en ligne pour permettre à nos concitoyens departager et de co-construire leur patrimoine socioculturel.Nos propositions s'appuient sur les technologies du Web social et du Websémantique. En effet, le Web social propose un cadre à tout utilisateur pourparticiper à la création de contenu. Le Web sémantique rend accessible lesressources aux agents logiciels pour une meilleure recherche et partaged'informations. La combinaison de ces deux technologies permet auxcommunautés sénégalaises de partager et de co-construire leur patrimoineculturel dans un cadre collaboratif et sémantique.Nos contributions consistent à (i) proposer des ontologies pour annoter desressources socioculturelles et (ii) proposer un cadre collaboratif auxcommunautés sénégalaises. Les ontologies représentent le socle du Websémantique et permettent de caractériser un domaine. Ainsi, nous avonsdéfini : 1) une ontologie socioculturelle reposant sur la théorie historicoculturellede l'activité et 2) une ontologie temporelle. Nous avons égalementdéfini les communautés de co-élaboration de connaissances culturelles etproposé un prototype qui intègre les différentes contributions
Temporal aspects to allow Senegalese communities to share and to co-constructtheir sociocultural knowledge. Indeed, with the globalization it is very commonto meet Senegalese youth knowing more about the geography of the West thanits own country. Thus, to refresh the memory of our fellow citizens, we initiatedthe establishment of an online application that allows them to share and coconstructtheir cultural heritage.Our proposals are based on social and semantic web technologies. indeed,social web proposes a framework where value is created by the aggregation ofmany individual user contributions. The semantic web enables to find, tocombine and to share resources, not only between humans but also betweenmachines. The combination of these two technologies enables Senegalesecommunities to share and co-construct their cultural heritage in a collaborativeand semantic framework.Our contributions include to (i) propose ontologies to annotate socioculturalresources and (ii) provide a collaborative framework to Senegalesecommunities. Ontologies are backbone of the semantic web and allow tocharacterize a domain. Thus, we defined two ontologies : 1) a socioculturalontology based on cultural-historical activity theory and 2) a temporal ontologyto annotate temporally sociocultural resources. We also defined a virtualcommunity called cultural knowledge-building community and proposed aprototype that integrates our contributions
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17

Park, Sung Jun. "Social responses to virtual humans the effect of human-like characteristics /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29601.

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Thesis (Ph.D)--Psychology, Georgia Institute of Technology, 2010.
Committee Chair: Richard Catrambone; Committee Member: Gregory Corso; Committee Member: Jack Feldman; Committee Member: John T. Stasko; Committee Member: Wendy A. Rogers. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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18

Ogbamichael, Hermon Berhane. "Information & knowledge sharing within virtual communities of practice (VCoPs)." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2799.

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Thesis (DTech (Informatics))--Cape Peninsula University of Technology, 2017.
The concept of virtual community of practice (VCoP) emanates from the need to create a new mode of learning and knowledge creation. It is found that highly structured forums are not necessarily the best way to assist people to learn and improve their knowledge. This then, requires organisations to seek alternative informal ways to share knowledge. The significance of optimising knowledge sharing results in VCoPs receiving considerable attention while searching for new ways to draw on expertise dispersed across global operations. This impacts organisations, thereby enabling them to respond more speedily to the demands of their stakeholders. The fast pace of change in their business environments is also a factor to contend with. Within this context, the use of VCoPs to optimise both, tacit and explicit knowledge sharing within stakeholders, is the central theme of this research. The findings from literature enables the researcher to explore scientific based models that may have the potential to enhance knowledge sharing in an enterprise. The Life Cycle knowledge flow model is found to be the most comprehensive compared to two other models – namely, a Spiral knowledge flow model and Dynamic knowledge flow model. The outflow from the findings in literature is that the Life Cycle knowledge flow model is selected as the basis to conduct two surveys to determine if the model could be adapted to improve knowledge sharing within VCoPs in particular, and in an enterprise in general. The result of the two surveys conducted (in 2011/2012 and 2016), leads to establishing an extended Life Cycle knowledge flow model. The established model enhances knowledge sharing within VCoPs, and in turn, assists when optimising knowledge sharing in an enterprise. This extended model covers six phases of knowledge development to improve knowledge sharing within VCoPs. The first phase enhances the creation of both, tacit and explicit knowledge. The second phase enables to optimise the organisation of knowledge. The third phase enables the formalisation of tacit knowledge, that is, conversion of tacit to explicit knowledge. The fourth phase improves the distribution of knowledge. The fifth phase enables to optimise the application of knowledge and the final phase enables the evolution or continuous development of knowledge. The contribution of this research proposes that a comprehensive knowledge flow model, namely the Life Cycle knowledge flow model found in literature, served as the basis for this research. However, this model was never tested or verified if it indeed optimises knowledge sharing within VCoPs. The two surveys (Survey One 2011/12 and Survey Two 2016) were developed and distributed to respondents to verify the model’s suitability to VcoPs. As a result of responses received from the two surveys, the researcher was then able to develop an extended Life Cycle knowledge flow model that particularly, optimises knowledge sharing within VCoPs. This research further contributes in formulating a scientific based knowledge flow model that can be adapted to social networks. Therefore, this research also creates the foundation to further study to investigate the optimisation of knowledge sharing in social networks. In recent literature, social networks are established as one of the informal mechanisms to share and enhance knowledge sharing in an enterprise.
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Paiva, Daniel Costa de. "Modelagem e simulação de agentes com aspectos cognitivos para avaliação de comportamento social." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-25082011-141554/.

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Este trabalho foi elaborado considerando conceitos de quatro áreas de pesquisa: ciência da computação, ciência cognitiva, ciência da informação e comunicação social. A contribuição principal aqui se dá em definir agentes minimamente cognitivos que participam ativamente na dinâmica do fluxo de informações, sofrendo influência das mensagens que recebem e também interferindo no que irá passar adiante. O modelo contempla tanto características relacionadas ao ambiente e sociedade, definidos usando ontologias, quanto à mente, arquitetura e funcionamento dos agentes. Cada personagem possui três módulos de decisão, podendo acessar meios de comunicação em massa, assimilar informações recebidas e também falar com seus amigos. Para o módulo de assimilação, estão apresentadas quatro formas que os agentes podem usar para avaliar as informações que recebem. Primeiramente foi elaborada uma função, depois foram definidas três máquinas de estados finitos, aumentando gradativamente a complexidade e a interdependência entre os parâmetros envolvidos em cada uma. Foi também elaborada uma função adaptativa, a qual a partir de uma regra definida pelo usuário para a troca entre as máquinas de estado que os agentes dispõem, propiciou resultados satisfatórios mesmo nos casos onde alguma das máquinas de estado apresentou deficiências. Visando reproduzir uma situação inspirada na vida real, estão apresentados resultados de uma versão combinada (definida pelo autor) onde foram considerados três grupos e a possibilidade de acesso a meios de comunicação em massa e/ou troca de mensagens entre amigos. Usando o modelo como base, um simulador foi desenvolvido onde é possível ter não só uma visão global da dinâmica que está acontecendo na sociedade, mas também o que alguns agentes ficam sabendo e que podem falar sobre. Os estudos de caso visaram comparar as diferentes formas de assimilação de informações que os agentes podem usar (elaboradas pelo autor), avaliar a influência da variação de alguns parâmetros e reproduzir a dinâmica do fluxo de informações em redes sociais, a comparando com o que acontece quando se tem a divulgação broadcast.
This work was developed considering concepts of four research areas: computer science, cognitive science, information science and social communication. The main contribution here is to define minimally cognitive agents who actively participate in dynamic of information flow interfering on the messages received and are being affected by them. The model consider characteristics related to the environment and the society, defined by using ontologies, and the \"mind\", architecture and functioning of the agents. Each character has three decision modules. They can access means of mass communication, assimilate information received and talk to their friends. To the assimilation module were presented four forms that agents can evaluate received information, a function, and three finite state machines (FSM). They were elaborated increasing the complexity. After, it was developed an adaptive function, in which using a rule the user define how to exchange between the finite state machines that agents have. This function provided satisfactory results even in cases where some of the FSMs presented problems. Aiming to reproduce a situation inspired in real life a combined version was defined by the author, in where were considered three groups that can access means of mass communication and / or talk to their friends. Based on the model, a simulator was developed in which there are not only an overview of the society dynamics, but also what agents learn and what they can talk about. The case studies were performed aiming to compare the different assimilation forms (developed by the author), to evaluate the influence of some parameters variation and to reproduce the dynamics of information flow, comparing the influence of a social network communication and the mass communication activity.
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Lawton, Paul, and University of Lethbridge Faculty of Arts and Science. "Capital and stratification within virtual community : a case study of metafilter.com." Thesis, Lethbridge, Alta. : University of Lethbridge, Faculty of Arts and Science, c2005, 2005. http://hdl.handle.net/10133/267.

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In this thesis, I conduct a case study of a virtual community (Metafilter.com) in order to apply Pierre Bourdieu's theory of capital and class to an online community. The specific goals for this thesis are in mapping the different forms of capital that are active in Metafilter in order to see how they structure its social space. The questions I address are: 1) what forsm of capital are active in the Metafilter community? 2) How are they similar to the forms of capital presented by Bourdieu? Having identified the active forms of capital, 3) do they act to influence stratification in the Metafilter community?
vi, 129 leaves ; 29 cm.
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Olsson, Gustav, and Adrian Lagerlöf. "Från 3D-modell till Virtual Reality." Thesis, Uppsala universitet, Institutionen för informatik och media, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-356633.

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22

Shibuya, Clécia Lorena do Amaral. "Do virtual ao real : implicações da internet nos projetos de vida do adolescente." Universidade Católica de Pernambuco, 2012. http://www.unicap.br/tede//tde_busca/arquivo.php?codArquivo=822.

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O adolescente é considerado um dos principais agentes de transformação social, um manancial de expectativas do futuro, atualizando a família e os que estão em seu entorno sobre o que se passa na sociedade. Atualmente, passa por experiências de extrema velocidade: acesso a uma quantidade de informações quase inesgotáveis e contatos imediatos, sem delimitação de fronteiras físicas, através da Internet. Esse recurso não só revolucionou as diferentes tecnologias, mas também mudou a configuração social em que vivemos, a forma como percebemos o mundo, como nos inserimos nele, e, principalmente, a nossa forma de ser. Em face dessas mudanças, que acontecem em tempo real, o computador conectado à Internet tornou-se para muitos um companheiro fiel de todas as horas, sobretudo para o adolescente, que parece usá-lo como recurso indispensável aos seus contatos com o outro, com o mundo. A contemporaneidade tem marcas que são comuns a todos os sujeitos. No entanto, a experiência do adolescente em seu processo de transição em um mundo de extrema velocidade tem sido marcada pela indefinição de projetos futuros, fugacidade, volatilidade, consumismo, entre outras questões que têm dificultado todo seu processo de amadurecimento. A insegurança, característica desse momento, é ainda realçada pelo desamparo, pela falta de referências, pela falta de continência e pela impossibilidade de criação de projetos para a vida adulta. Projeto de vida aqui tem um sentido mais abrangente, não diz respeito apenas a uma dimensão profissional, mas à inclusão do sujeito no universo de relações sociais e afetivas, com vistas à implementação de perspectiva para uma vida adulta. Tudo isso nos levou a indagar as possíveis repercussões do uso da Internet na criação dos projetos de vida dos adolescentes. Para tanto, buscou-se refletir especificamente sobre as seguintes questões: Quais os sentidos do uso da Internet para os adolescentes? Os adolescentes pesquisados se preocupam em criar projetos de vida? É possível relacionar o uso da Internet à elaboração de seus projetos de vida? Para dar conta dessa empreitada, foi realizado um estudo teórico baseado na referência winnicottiana, sobretudo nas noções de transicionalidade, ilusão, espaço potencial e experiência cultural. Participaram da pesquisa dez adolescentes do sexo feminino, com idade entre 16 e 17 anos, sendo todas estudantes da rede pública estadual da região metropolitana do Recife-PE, cursando entre o primeiro e o terceiro ano do ensino médio. Os dados coletados foram analisados priorizando-se a autopercepção das participantes e os resultados obtidos demonstraram que a Internet é um ambiente que pode ser usado criativamente, de acordo com as demandas do sujeito. Além disso, promove uma passagem do virtual ao real, na medida em que as adolescentes navegam em um mundo sem fronteiras, onde podem brincar, criar, ensaiar para o futuro e ver como acontece na vida real
The teenager is considered one of the main agents of social transformation, a wealth of expectations of the future, updating the family and those around them about what is happening in society. Currently, the youth goes through extremely speedy experiences: access to an almost inexhaustible amount of information and immediate contact, without demarcation of physical boundaries through the Internet. This feature not only revolutionized the different technologies, but also changed the social configuration in which we live, how we perceive the world how we are embedded in it, and, above all, our way of being. Given these changes, which occur in real time, the computer connected to the Internet has become for many a faithful companion of all hours, especially for teenagers who seem to use it as an indispensable resource for their contacts with others, with the world. The contemporary world has marks that are common to all subjects. However, the experience of adolescents in their transition into a world of extreme speed has been marked by uncertainty of future projects, fugacity, volatility, consumerism, among other issues that have hindered their entire process of maturity. Insecurity, characteristic of this time is further enhanced by helplessness, lack of references, lack of continence and the impossibility of creating projects for adult life. Life project here has a broader meaning, it concerns not only a professional dimension, but the inclusion of the subject in the universe of social and affective relationships with a view to implementing a vision for adult life. All this led us to investigate the possible effects of Internet use in the creation of projects of life of adolescents. To this end, we sought to reflect specifically on the following questions: What are the meanings of Internet use for teens? Are the teens surveyed concerned with creating life projects? It is possible to relate the use of the Internet to the development of their life projects? To realize this endeavor, we performed a theoretical study based on Winnicotts reference, especially the notions of transitionality, illusion, space potential and cultural experience. The participants were ten female adolescents, aged between 16 and 17 years, all students in public schools in the metropolitan area of Recife-PE, studying between the first and third year of high school. The collected data were analyzed with special emphasis on the participants self perception and the results showed that the Internet is an environment that can be used creatively, according to the demands of the subject. It also promotes a passage from virtual to real, to the extent that adolescents navigate in a world without borders, where they can play, create, rehearse for the future and see how it happens in real life
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Jörgensson, Axel, and Felicia Sjögren. "Virtuell parprogrammering i relation till en agil arbetsmetodik." Thesis, Örebro universitet, Handelshögskolan vid Örebro Universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-72622.

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Flodin, Carl, and Pontus Lantz. "Studenters användning och syn på Virtual Private Networks." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414714.

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Spiro, Emma S. "Searching for community online: how virtual spaces affect student notions of community." Pomona College, 2007. http://ccdl.libraries.claremont.edu/u?/stc,15.

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Social networking sites and virtual spaces have flourished in the past few years. The author explores the impact of such social networking services on the local community at a small liberal arts college. The author investigates modern trends in community theory. Defining community has become more difficult in modern society, where community is no longer easily distinguished by geographical boundaries. From the background of modern community theory the author explores the designation of virtual spaces as “virtual communities.” Literature and research about virtual spaces indicates that they can provide many of the values thought be to inherent to community membership. The strong localized community on campus makes students hesitant in calling Facebook a “virtual community,” despite its strong integration with the face-to-face community itself. Facebook is seen as simply a tool. This thesis incorporates research on one specific case study: through mathematical and ethnographic research of Facebook.com, the author evaluates the opinions of students in considering virtual spaces as communities.
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Muwunga-Zake, Oliva Jullian. "A Mobile social networking framework to create a virtual community of practice in aid of rural small , medium and macro-sized enterprise support and development." Thesis, University of Fort Hare, 2016. http://hdl.handle.net/10353/5785.

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Rural community media are identified as a critical component of the rural community communication process. These SMMEs are however struggling to achieve sustainability and operate effectively due to the various challenges and constraints impacting them. This study seeks to address this by developing a Rural Community Media Mobile Social Networking Framework that will create a virtual community of practice for the purposes of support of rural entrepreneurs in small, medium and macro enterprises (SMMES) in the Eastern Cape Province of South Africa. The author has specifically scoped this research to focus on Rural Community Media as a specialised subsegment of entrepreneurs operating in rural areas. The reasons for this decision were in part due to the effect and impact of community media on socio-economic development due to the role they play in enabling access to information and knowledge and giving a voice to poor and isolated communities The study proposes that provision of access to relevant information and knowledge via a mobile social networking framework would assist in cutting implementation costs through utilisation of a platform that is already there (known as rural community media). This study is scoped to focus specifically on rural community media with fieldwork conducted in the province of the Eastern Cape, South Africa. In summary the Research Methodology applied is as follows: - Research Philosophy: The interpretive research philosophy was chosen for this study - Research Design: This study will apply qualitative design - Research Approach: The case study approach will be used in the study - Data Collection Techniques: Source data will be comprised of primary and secondary data. Primary data will be collected through implementation of a questionnaire and expert reviews, while the secondary data will be collected through literature review. Hermeneutics will be used as the data collection technique in this study. - Data analysis: Cross-case data analysis will be applied Key findings included that rural community media already utilise mobile technology and social media/networking to conduct business. Rural community media required access to information and knowledge pertaining to internal business process, funding, governance, training and access to skilled resources. Mobile social networking is identified as a suitable vehicle for delivery. A Rural Community Media Social Networking Framework was developed as a result of this study. Framework elements were supported, and in some cases modified, by case study findings and expert review feedback.
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José, i. Mestre Carles. "El mal moral en l’ètica d’Aristòtil. Fonaments psicològics i aspectes sociopolítics." Doctoral thesis, Universitat de Barcelona, 2012. http://hdl.handle.net/10803/98512.

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The work aims in first place to emphasize that there is still one more distinction to do about the question of moral evil in Aristotle’s Ethics, namely the distinction about vice and (moral) indolence, which comes to complement the classical distinction between vice and incontinence. As there are reasonably many people that don’t fit the requirements of vice’s outline, and incontinence is presented by Aristotle as a disposition which is present in a minority of people, it’s due to find the way in which must be conceived the majority of moral agents. After a systematic work on the Aristotelian texts about moral and political issues, especially on Nicomachean Ethics, we think to have found enough evidences that Aristotle’s moral and political philosophy covers that distinction between the vicious person and the moral indolent one, distinction which would be expressed by the distinction between, respectively, the meanings of “mochtherós” and “phaúlos”, which can be supported by the literality of the Aristotelian texts. Once fixed the mentioned distinction, the following step consisted in showing the relationship between the notions of moral indolence and the majority itself, a majority which is expressed by Aristotle with the words “hoi polloí”. Again after a systematic work on the texts, that relationship is thought to be found, so that it could be said that the “polloí” are “phaúloi”, which propitiates a revision of some crucial ideas about the moral and political philosophy of Aristotle, in particular the idea of common good, now revisited from a renewed analysis of the notion of concord or “homónoia” in the light of the whole previous work.
El fet que la filosofia pràctica d’Aristòtil es fundi en les idees de bé i de fi no vol dir pas que el filòsof d’Estagira obviés els entrebancs, obstacles i limitacions que allunyen l’home de la consecució –o fins i tot de la previsió– dels fins que li són estrictament propis. Hi ha una clara dosi de realisme en l’ètica aristotèlica, i un important percentatge d’aquest realisme es dedica precisament a mostrar què allunya l’home del bé, com i per què. És aquest l’àmbit global de recerca de la tesi i, en aquest sentit, cal destacar que l’estagirita diposita la comprensió bàsica del mal moral, del mal pràctic per excel•lència, en el concepte d’error, i que oposa aquest concepte a la idea d’actuació recta. Al llarg de tot el treball s’exploren les implicacions teorètiques i pràctiques d’aquesta oposició, al mateix temps que es miren d’establir les pertinents distincions dins aquella noció d’equivocació moral o pràctica. Tot plegat, en fi, a partir d’una anàlisi sistemàtica de la font grega, a la recerca d’un fonament objectiu que permetés d’endreçar el calaix de sastre en què de vegades sembla trobar-se el tema del mal moral en l’ètica de l’estagirita. Quant a l’estructura, la tesi presenta dos grans blocs teòrics ben diferenciats: en el primer bloc s’estudia per sobre de tot la dimensió individual o estrictament ètica de la qüestió del mal moral en Aristòtil, tot posant de manifest la sèrie de categories i distincions que esdevenen decisives per a una més acurada comprensió de la dita qüestió, amb la presentació de la que seria una nova distinció, a saber, la que hom pot documentar a partir dels termes ‘phaúlos’ i ‘mochtherós’; pel que fa al segon bloc, està dedicat bàsicament a la dimensió sociopolítica del que s’exposa al llarg del bloc precedent, i s’estructura en dos capítols, un de primer dedicat a la figura de "hoi polloí"… o “els molts”, figura tradicionalment menystinguda pels comentaristes dels textos eticopolítics de l’estagirita però que en el present treball, contra aquest oblit, s’ha acabat considerant cabdal en relació amb la consideració aristotèlica del mal moral des d’una perspectiva social, i un de segon de caràcter marcadament més teorètic, on s’assaja una aproximació al substrat ètic de la filosofia política aristotèlica ja no des del clàssic enfocament que propicien les idees de bé i virtut, sinó des de la nova perspectiva que ofereix l’estudi de la qüestió del mal moral dins el pensament ètic de l’estagirita, amb l’objectiu d’oferir una visió de conjunt que cerca de relacionar de manera general les conclusions que de l’estudi de la qüestió del mal moral en Aristòtil s’han anat aconseguint, amb conceptes clàssics i comunament acceptats de la filosofia política de l’estagirita. Aquesta aproximació general s’ha fet girar al voltant de les idees de"homónoia" i "stasis" (la primera de les quals es troba explícitament tractada a l’Ètica nicomaquea), i s’ha clos amb una exegesi de la noció de “bé comú” que en certa manera resumeix i sintetitza l’esperit que ha guiat l’elaboració d’aquest treball.
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Rodrigues, Nara Heloisa [UNESP]. "Tecnologias virtuais e análise videográfica: o YouTube® como recurso de pesquisa para compreensão sobre a imagem do idoso brasileiro = Virtual technologies and videographic analysis : YouTube® as research resource for understanding about brazilian elderly imagem." Universidade Estadual Paulista (UNESP), 2014. http://hdl.handle.net/11449/126291.

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Made available in DSpace on 2015-08-20T17:09:24Z (GMT). No. of bitstreams: 0 Previous issue date: 2014. Added 1 bitstream(s) on 2015-08-20T17:27:13Z : No. of bitstreams: 1 000841569.pdf: 1117995 bytes, checksum: 954226319e685464d460d6a71bbfb78e (MD5)
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
Este estudo, de natureza qualitativa, teve por objetivo analisar os diferentes tipos de vídeos postados no site do YouTube®, referentes ao indivíduo idoso. O estudo foi desenvolvido utilizando-se pesquisa exploratória, realizada por meio de análise documental videográfica. Para a seleção dos vídeos, foram utilizados os termos idoso e mídia no site YouTube®. Como critérios de inclusão na pesquisa, foram levados em consideração apenas os vídeos brasileiros, entre os que continham apenas imagens e os que continham linguagem oral expressa em português, postados no período entre 2011 e 2012. Os 60 vídeos amostrais foram selecionados em 5 diferentes categorias: 1) Reportagens (30 vídeos), 2) Vídeos de Imagens e Filmes (13 vídeos), 3) Propagandas (12 vídeos), 4) Entrevistas (3 vídeos) e 5) Outros (2 vídeos). Posteriormente, foram analisados os conteúdos neles apresentados, por meio de 3 eixos temáticos, assim como propõe a Técnica de Análise de Conteúdo e incluíram: Eixo 1 - Falas, Eixo 2 - Expressão Corporal, Eixo 3 - Participação nos vídeos e contextos periféricos. Os resultados encontrados no Eixo 1 demonstram que a maior parte dos assuntos abordados envolvidos nos vídeos incluiu as temáticas violência e a prática de atividades diversas. Foram observadas tonalidades de voz forte e animadas, mas também, fracas e trêmulas e os significados das falas dos participantes dos vídeos evidenciaram, tanto tendências negativas, como positivas. Porém evidencia-se que as tendências negativas tiveram maior incidência quando provinham de pessoas periféricas do que dos idosos. Para o Eixo 2, foram encontrados predominância de movimentos reduzidos dos idosos, que, na maior parte das situações, estavam sentados dando uma entrevista. Tinham expressão facial marcada por sorrisos, risadas e gargalhadas predominantemente e postura ereta na maior parte das situações. Também foram observadas...
This qualitative study aims to analyze the different types of Brazilian videos posted on the Youtubesite, referring to the elderly. The study was developed by exploratory research through documentary videographic analysis. The videos were selected by the terms idoso and mídia at the Youtubesite). As research inclusion criteria, only Brazilian videos were considered which contained images and speeches that were expressed in Portuguese language and posted during the period of 2011 to 2012. The 60 videos were selected according to five different categories: 1) Reports (30 videos), 2) Videos with images and movies (13 videos), 3) Advertisements (12 videos), 4) Interviews (3 videos) and 5) Others (2 videos). Subsequently, their contents were analyzed by three thematic axes as proposed by the Content Analysis Technique : Theme 1 - Speech, Theme 2 - Body language, Theme 3 - Videos participation and peripheral contexts. The Theme 1 results show that most of the issues involved in the videos included the thematic aggression and the practice of various activities. Strong and lively voice tones were observed, but also weak and trembling voices were noted and the meanings of participants' speech in the videos showed, both negative and positive trends. However, it is evident that the negative trends had a higher incidence when came from peripheral people than the elderly. To the Theme 2, it was found the prevalence of the reduced movements by the elderly, which in the most of the situations, were seated during interview. They had their facial expression marked by smiles and laughter predominantly and, they got an upright posture in the most of the situations. Also, it was observed physical characteristics that demonstrated the elderly predominantly with white or brown skin, white, gray or dyed hair and older people wearing simple clothes, with light or dark colors and smooth. There was a predominance of the use of decorative objects...
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Rodrigues, Nara Heloisa. "Tecnologias virtuais e análise videográfica : o YouTube® como recurso de pesquisa para compreensão sobre a imagem do idoso brasileiro = Virtual technologies and videographic analysis : YouTube® as research resource for understanding about brazilian elderly imagem /." Rio Claro, 2015. http://hdl.handle.net/11449/126291.

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Orientadora: Gisele Maria Schwartz
Coorientador: Wilson do Carmo Júnior
Banca: Giselle Helena Tavares
Banca: Priscila Carneiro Valim-Rogatto
Resumo: Este estudo, de natureza qualitativa, teve por objetivo analisar os diferentes tipos de vídeos postados no site do YouTube®, referentes ao indivíduo idoso. O estudo foi desenvolvido utilizando-se pesquisa exploratória, realizada por meio de análise documental videográfica. Para a seleção dos vídeos, foram utilizados os termos "idoso" e "mídia" no site YouTube®. Como critérios de inclusão na pesquisa, foram levados em consideração apenas os vídeos brasileiros, entre os que continham apenas imagens e os que continham linguagem oral expressa em português, postados no período entre 2011 e 2012. Os 60 vídeos amostrais foram selecionados em 5 diferentes categorias: 1) Reportagens (30 vídeos), 2) Vídeos de Imagens e Filmes (13 vídeos), 3) Propagandas (12 vídeos), 4) Entrevistas (3 vídeos) e 5) Outros (2 vídeos). Posteriormente, foram analisados os conteúdos neles apresentados, por meio de 3 eixos temáticos, assim como propõe a Técnica de Análise de Conteúdo e incluíram: Eixo 1 - Falas, Eixo 2 - Expressão Corporal, Eixo 3 - Participação nos vídeos e contextos periféricos. Os resultados encontrados no Eixo 1 demonstram que a maior parte dos assuntos abordados envolvidos nos vídeos incluiu as temáticas violência e a prática de atividades diversas. Foram observadas tonalidades de voz forte e animadas, mas também, fracas e trêmulas e os significados das falas dos participantes dos vídeos evidenciaram, tanto tendências negativas, como positivas. Porém evidencia-se que as tendências negativas tiveram maior incidência quando provinham de pessoas periféricas do que dos idosos. Para o Eixo 2, foram encontrados predominância de movimentos reduzidos dos idosos, que, na maior parte das situações, estavam sentados dando uma entrevista. Tinham expressão facial marcada por sorrisos, risadas e gargalhadas predominantemente e postura ereta na maior parte das situações. Também foram observadas...
Abstract: This qualitative study aims to analyze the different types of Brazilian videos posted on the Youtubesite, referring to the elderly. The study was developed by exploratory research through documentary videographic analysis. The videos were selected by the terms "idoso" and "mídia" at the Youtubesite). As research inclusion criteria, only Brazilian videos were considered which contained images and speeches that were expressed in Portuguese language and posted during the period of 2011 to 2012. The 60 videos were selected according to five different categories: 1) Reports (30 videos), 2) Videos with images and movies (13 videos), 3) Advertisements (12 videos), 4) Interviews (3 videos) and 5) Others (2 videos). Subsequently, their contents were analyzed by three thematic axes as proposed by the Content Analysis Technique : Theme 1 - Speech, Theme 2 - Body language, Theme 3 - Videos participation and peripheral contexts. The Theme 1 results show that most of the issues involved in the videos included the thematic aggression and the practice of various activities. Strong and lively voice tones were observed, but also weak and trembling voices were noted and the meanings of participants' speech in the videos showed, both negative and positive trends. However, it is evident that the negative trends had a higher incidence when came from peripheral people than the elderly. To the Theme 2, it was found the prevalence of the reduced movements by the elderly, which in the most of the situations, were seated during interview. They had their facial expression marked by smiles and laughter predominantly and, they got an upright posture in the most of the situations. Also, it was observed physical characteristics that demonstrated the elderly predominantly with white or brown skin, white, gray or dyed hair and older people wearing simple clothes, with light or dark colors and smooth. There was a predominance of the use of decorative objects...
Mestre
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Machado, Juliana de Toledo. "Global Fórum América Latina: edição virtual: um exemplo da chamada Nova Era da Colaboração?" Universidade Tecnológica Federal do Paraná, 2012. http://repositorio.utfpr.edu.br/jspui/handle/1/1071.

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Nesta dissertação foi realizado um estudo de caso acerca da Conferência Business as An Agent of World Benefit, BAWB – GLOBAL FORUM edição virtual que aconteceu no ano de 2011 com o propósito de buscar e entender se esta se configura como uma inovação social, bem como em um possível exemplo na era da cooperação e generosidade coletiva. Optou-se por realizar uma pesquisa qualitativa, utilizando a metodologia de estudo de caso por meio de observação participante, uma vez que a autora do estudo trabalhou diretamente no processo de concepção e execução da conferência estudada. Buscou-se entender como a tecnologia auxilia na formação das redes sociais, que neste caso, se mobilizaram para divulgar e compartilhar todo o conhecimento que estava sendo exposto. Verificou-se também o poder das redes sociais, uma vez que quando o tema faz sentido para as pessoas, estas abraçam a causa e se engajam, twitando, facebookando e compartilhando. Para entender a conferência em si, precisamos entender o mundo globalizado, as redes sociais, o uso das mídias sociais, o conceito de inovação social e a sociedade em rede e, para tanto, utilizados autores como Franco (2008), Giardelli (2011), Castels (1999), Canclini (2005) entre outros citados. Uma vez que os estudos das redes sociais e dos temas abordados são relativamente novos, vários sites foram consultados na elaboração deste trabalho. A análise do discurso dos palestrantes selecionados para este estudo se configurou em importante ferramenta de trabalho. A utilização da tecnologia (mídias sociais) para estreitar e fortalecer as redes sociais foi abordada no presente estudo e se configura como um reforço para a afirmação de que as mudanças na sociedade e a era da cooperação e da generosidade coletiva está sendo construída pelas pessoas e que quanto melhor estas utilizarem os aparatos tecnológicos, por consequência essa nova era se fortalece.
This dissertation was a case study on a Conference on Business as Na Agent of World Benefit, BAWB - GLOBAL FORUM online edition that took place in 2011 in order to seek and understand if this format can be configured as a social innovation and as a possible example in the era of cooperation and collective generosity. We decided to conduct a qualitative research methodology using a case study with a participative observation, since the study’s author worked directly in the process of designing and implementing the conference. We sought to understand how technology could help in the establishment of social networks, which in this case, were mobilized to disseminate and share all the knowledge that was being exposed. The research also attempts to verity the power of social networks, considering the fact that when the subject makes sense for people, they embrace and engage on it through twitter and facebook. To understand the conference itself, we must understand the globalized world, social networks, the use of social media, the concept of social innovation and the network society and, therefore, the authors used as Franco (2008), Giardelli (2011), Castels (1999), Canclini (2005) and others cited. Since the studies of social networks and the issues are relatively new, several sites were consulted in preparing this work. The analysis of the speech of speakers selected for this study was set up as an important working tool. The use of technology (social media) to tighten and strengthen social networks was addressed in this study and is configured as a boost for the claim that changes in society and the era of cooperation and collective generosity is being built by people and the better use of these technological devices, therefore this new era is strengthened.
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31

Nguyen, Bao. "Generosity: The flourishing virtue in the consecrated life." Thesis, Boston College, 2012. http://hdl.handle.net/2345/bc-ir:105010.

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Hill, Joshua S. "Perceptions of students' communication in virtual communities : an examination of Facebook.com at Ball State University." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1345342.

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As new methods of communication have been created by technological advances, it has become important to examine how students use these methods to interact with other students, the campus community, and the world. This study at Ball State University helped researchers understand how students communicated online in order to create policies regarding online communication. Data were gathered using the qualitative methodology of responsive interviewing. Students and administrators were interviewed (luring May and June of 2006. The data were analyzed by identifying important themes, trends, and concepts among the data according to Rubin & Rubin's (2005) model. The study found that institutions should create educational opportunities for faculty, staff, and students to learn about online communication technologies. These educational sessions should include how to use the technologies, the potential for their misuse, and the responsibilities attached to their use. The study concluded that existing policies should be used to address online policy violations.
Department of Educational Studies
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English, Joel Alexander. "Assessing the synchronous online classroom : methodologies and findings in real-time virtual learning environments." Virtual Press, 1999. http://liblink.bsu.edu/uhtbin/catkey/1137523.

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In "Technology and Literacy: A Story about the Perils of Not Paying Attention," Cynthia Selfe charges the field of composition not to simply consider technology a tool, but to "pay attention" to the rhetorical and social implications of those tools. In one sense, paying critical attention to technological literacies echoes the decade-old call for Computers and Writing practitioners to use research as a means of assessing online activities, suggesting that teachers not remain satisfied with the unreflective excitement that has been the operative epistemology of the field from its beginning. In another sense, Selfe's recent call enlists teachers and students in reflective and evaluative class discussion and writing on the technological literacy tools they are learning to use.This dissertation responds to both of these implications as it studies a semester of first-year college composition students within a synchronous online classroom environment. The question that guides my study is, in its most basic form, what happens during synchronous online writing conferences? And to speak to that question, I design an ethnographic context-sensitive text analysis employing grounded theory for data coding, a methodological model adaptable for future research in synchronous online classroom activity. I focus on three issues that have continually arisen in the scholarship surrounding synchronous conferencing: aspects of online language, the implications of the environment within object-oriented MUDs (MOOs), and the use of social constructionism as a theoretical foundation for synchronous conferencing.With the findings from my study, I conclude the dissertation by offering pedagogical suggestions to teachers and students for critically assessing synchronous online discourse. My articulation of assessment mandates that students and teachers engage in it together, collaboratively reflecting on what happens online and learning about synchronous online discourse-a significant ingredient in contemporary literacy.
Department of English
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James, Rina Lynne. "The Efficacy of Virtual Protest: Linking Digital Tactics to Outcomes in Activist Campaigns." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4008.

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Activists are increasingly relying on online tactics and digital tools to address social issues. This shift towards reliance on the Internet has been shown to have salient implications for social movement formation processes; however, the effectiveness of such actions for achieving specific goals remains largely unaddressed. This study explores how the types of Internet activism and digital tools used by activism campaigns relate to success in meeting stated goals. To address these questions, the study builds on an existing framework that distinguishes between four distinct types of Internet activism: brochure-ware, which is oriented towards information distribution; e-mobilizations, which treats digital media merely as a tool for mobilizing individuals offline; online participation, which is characterized by wholly online actions such as e-petitions or virtual protests; and online organizing, where organization of a movement takes place exclusively via the internet with no face-to-face coordination by organizers. Ordinal regression models were conducted utilizing cross-sectional data from the Global Digital Activism Data Set (GDADS), a compilation of information on 426 activism campaigns from around the world that began between 2010 and 2012; additional data regarding the types of Internet activism used was also appended to the GDADS using source materials provided within the data set. The findings suggest that use of the Internet for mobilizing offline actions is negatively associated with campaign success, but that this does not hold true for protest actions organized without use of digital tools. E-petition use was also found to be negatively related to achievement of campaign goals.
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Granlund, Tomas, and Gustafsson Marcus Karåker. "How the choice of virtual joystick affects usability in mobile fighting games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18696.

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As the mobile games market keeps growing, game interfaces for mobile games also warrant further development. One area that especially has room for improvement is the touchscreen joystick. This dissertation focuses on the differences in usability for different touchscreen joysticks. A mobile fighting game prototype was developed for this purpose, and a user study was conducted in order to evaluate the difference in usability between two joysticks. Data was gathered and demonstrated, and an analysis of the logged data was conducted, showing no significant difference between the two joysticks. The authors hope that the comparison methodology and measurements demonstrated may be used as a benchmark and framework for future research in mobile joysticks.
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36

Rwimo, Edward John. "How solidarity as a virtue can promote better living conditions in Tanzania." Thesis, Boston College, 2015. http://hdl.handle.net/2345/bc-ir:105021.

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37

Lortie, Catherine. "Interactions en environnements virtuels: aspects multimodaux." Thesis, Université Laval, 2012. http://www.theses.ulaval.ca/2012/29431/29431.pdf.

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38

Öhlund, Ludvig, and Ola Zätterlund. "Virtuella Assistenter : Den lata människans hjälpreda." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172906.

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As our home gets smarter so does our peripherals. We can, with the help of a virtual assistant, control a lot of our houseware simply by voice commands. This study aims to examine the behavioral changes in users of virtual assistants as they get used to a life with a virtual helper in their everyday life. It also examines the relationship the user creates with its virtual assistant as well as if virtual assistants should have rights of their own. By conducting focus groups with users who use virtual assistants in a range from daily to never one could make out the difference in behavior at home, the treatment of the virtual assistant and different views of the rights for the virtual assistant. The conclusion of the three questions is that firstly, using a virtual assistant over an extended period of time makes the individual more comfortable at home and thus more lazy in their everyday life. Secondly, an extended period of use creates a sort of relationship between the user and the virtual assistant where the user feel some sort of bond to their assistant in which changing parts of their assistant such as the voice makes them miss the old assistant. Lastly, users do not believe that virtual assistants should have rights as of now for the reason that they are not sentient as of now but if, in the future, assistants become smarter and more sentient it should at least be a discussion about it.
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39

Seely, Peter W. "The impact of virtuality on team functioning: a meta-analytic integration." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45894.

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Communication technologies have become a central characteristic of workplace functioning. The literature has suggested that the use of these technologies fundamentally changes the manner in which team members interact. The present study sought to reorganize previous research on the impact of virtuality on team emergent states and behavioral processes to elucidate how different degrees of team virtuality shape team functioning, and to investigate the manner in which these relationships differ according to team type, team membership stability, and publication year. Findings from 174 studies (total number of teams = 9204; total N approximately 26,050) suggest that there is not a strong relationship between team virtuality and emergent states and behavioral processes. However, moderator analyses revealed that a reliance on highly virtual tools may be most detrimental to action teams and ad hoc teams. Moreover, findings demonstrate that the degree to which virtuality shapes team transition and action process may be changing over time.
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Karlsson, Rasmus, and Alvar Sveninge. "Virtual Reality Locomotion : Four Evaluated Locomotion Methods." Thesis, Högskolan Väst, Avd för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-11651.

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Virtual Reality consumer hardware is now available for the masses through the HTC Vive, Oculus Rift and PlayStation VR. Locomotion or virtual travel inside immersive experiences is an area which is yet to be fully solved due to space constraints, problems with retaining immersion and potential sickness. This thesis had the goal of evaluating user preferences for four locomotion methods in Virtual Reality with a first generation HTC Vive through the gaming platform Steam.  The theoretical framework provides an elementary understanding of the field of Virtual Reality and how humans interact and get affected by locomotion in that context. To contextualize the experience of evaluating the locomotion systems the Hedonic-Motivation System Adoption Model is used as it covers intrinsic motivation which is common in video games, social networking and virtual worlds.  An extensive process for games selection has been performed which has resulted in four locomotion methods with four games per method. Sixteen participants got to test one locomotion method each where their gameplay got recorded for later observation. After each game session answers were provided by the participants based on surveys and after completion of all games a questionnaire gauged their sickness level.  The conclusion proved inconclusive. While the results without interpretation showed the locomotion method Artificial as the overall winner a range of potential problems were found with the study in general. Some problems included observations which did not provide the expected results, introducing doubt into either how the study was conducted or the reliability of certain users. A larger sampler size along with a better study procedure could possibly have provided a more conclusive answer.
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Hyllengren, Larsson Jacob. "Agilmetod för ökad kunskapsdelning : Scrumspåverkan på kunskapsdelning inom en virtuell lärandecommunity." Thesis, Mittuniversitetet, Avdelningen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31462.

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The study   investigates how social presence and different tools of communication used by   the students at the IT-distance programme Informatics with Focus on Systems   Development at Mid Sweden University affects the quality of communication and   how the quality of communication can be improved. The data for the study is   collected from six semistructured interviews, the participants are students   taking the sixth and last term at the programme. Parts of the questions used   during interviews derive from the framework Community of Inquiry (CoI) by   Randy Garrison, Terry Anderson and Walter Archer. CoI is a framework for   measuring three types of presence: Cognitive presence, Teaching presence and   Social presence. The purpose of the framework is to measure when deep and   meaningful learning arise in education. What quality of   communication is, is described by the students participating in the   interviews, which means that a certain breadth of different interpretations   are explained and summarized. The result of the study consists partly of   quantitative data that comes from the questions received from the CoI-survey   and qualitative data from questions where students responded freely. Through   interviews and analysis, a number of proposals are presented on how the   quality of communication can be improved.
Denna studie   behandlar hur Scrum som utvecklingsmetodik påverkar kunskapsdelning mellan   studenter på högre nivå i ett virtuellt lärandecommunity. Studien jämför   studenternas upplevelse av ett utvecklingsprojekt utfört med Scrum och övriga   utvecklingsprojekt de utfört i grupp samt undersöker vilka aktiviteter och   artefakter inom Scrum som de uppfattar har en positiv inverkan på   kunskapsdelning inom gruppen. Detta har undersökts genom att studenter vid Mittuniversitetet   i Östersund som gått kursen Distribuerad Systemutveckling vid   programmet Informatik med Inriktning Systemutveckling svarat på ett   webbformulär om deras uppfattning kring kunskapsdelning. Resultatet visar   inte på några skillnader i deras upplevelser kring kunskapsdelning Scrum   kontra övriga utvecklingsprojekt men vissa aktiviteter inom Scrum har kunnat   identifieras som viktiga för studenterna och rekommendationer för anpassning   av dessa aktiviteter till övrig undervisning ges.
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42

Pallamin, Nico. "Social interaction in virtual reality." Toulouse 3, 2008. http://thesesups.ups-tlse.fr/331/.

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L'interaction sociale en univers virtuel est un domaine émergent en l'informatique et en sciences sociales. L'objectif de cette recherche était de qualifier ce qu'est une interaction sociale et d'identifier les conditions que doit fournir un environnement virtuel pour qu'effectivement, cette interaction sociale puisse se dérouler (se co-construire). Nous nous sommes particulièrement intéressés à la dimension non verbale de la communication ainsi qu'à l'articulation entre animation intentionnelle et non intentionnelle. Alors qu'une grande partie des travaux dans ce domaine est basée sur un paradigme d'interaction entre humain et avatar, notre approche concerne l'interaction entre des avatars animés par des humains. Notre objectif était d'identifier un ensemble de règles d'interaction susceptibles de respecter deux principes fondamentaux de l'interaction sociale : la réflexivité et l'indexicalité. C'est la mise en œuvre de ces deux principes qui permettent aux acteurs humains de co-construire le sens de leur interaction en temps réel. Plutôt que de représenter toutes les fonctions cognitives humaines, nous avons développé un moteur d'animation capable de reproduire la dimension dynamique de l'interaction sociale. Ce moteur permet de gérer la fusion entre l'animation intentionnelle produite par l'acteur humain et les animations autonomes de l'avatar. La validation de notre modèle est basée sur une analyse ethnométhodologique visant à comparer les interactions sociales entre interlocuteurs en situation réel et en univers virtuel
Virtual reality is an emerging technology that has proved its great potentiality in various fields. In these last years, researchers start to investigate the problem of realistic and effective social interaction in virtual worlds. The aim of our research is to improve the level of efficiency of virtual communication focusing mostly on the role of non-verbal communication. Our approach is mostly based on non-deterministic social theories that stress the role of emergence and contextual intelligence in contraposition of the classical cognitive modelling and plan-based artificial intelligence. Considering the limits of artificial intelligence to reproduce in an effective way the complexity of human social interaction, we decide to develop an architecture able to leave the user free to exploit all his contextual intelligence to drive the social interaction. In such way we are able to grant that the characteristics of reflexivity and indexicality are taken in care during the interaction. The result of our work is a virtual environment in which a set of basic social interaction rules partially drive the behaviours of the avatars. The virtual reality platform includes an animation system that handle the priority between the animations driven by the automatic modules and the one controlled by the user. The user in then always in control of his avatar and can stop the automatic animations at any moment via his voluntary control. The validation of the model is based on a series of ethnomethodological analysis performed to directly compare similar social interactions between users in real world and in virtual environments
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43

Cordell, Sean. "Virtue ethics in the contemporary social and political realm." Thesis, University of Sheffield, 2010. http://etheses.whiterose.ac.uk/14539/.

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This thesis concerns the problem of applying the ideas developed in contemporary virtue ethics to political philosophy. The core of the problem, explained in the opening chapters, is that assessment of right action offered by virtue ethics - in terms of what 'the virtuous person' characteristically does or would do - is focused on individual persons, rather than political principles of government. Accordingly, interpretations of traditional Aristotelianism have struggled to accommodate the putative value of modern value pluralism and manifold conceptions of the 'good life', whilst liberal theories that employ virtue concepts fail to offer a political philosophy that is distinctly virtue ethical. Rather than trying to fit individualistic virtue ethics to political theory in these ways, subsequent chapters start from the viewpoint of individuals and look outward to their social and political environment, arguing that an adequately socio-political virtue ethics requires, and suits, an ethics of social roles. Various virtue ethical approaches to roles, however, fail in different ways to determine what it means to act virtuously in such a role. Inresponse, it is argued that virtue ethics needs a normative account of what specific role-determining institutions should be like. The possibilities for the Aristotelian ergon - function or 'characteristic activity' - serving as a normative criterion for a good institution of its kind are discussed and modified, leading to a positive account of institutional ergon that links the primary function of an institution with the specific and distinct human good or goods that it serves. The promissory conclusion to the thesis is that contemporary virtue ethics can, in this way, offer a distinct and enlightening approach to social and political philosophy, whilst also strengthening itself as an ethical theory.
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44

Leung, Pui-man Helen, and 梁佩文. "Impact of virtual community on identity formation of adolescents." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256387.

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45

Hope, S. "Two claims about the importance of virtue to social justice." Thesis, University of Cambridge, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.604220.

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Many modern political philosophers have been dissatisfied with the claim, located in an influential strand of modern liberalism, that a conception of justice should be limited in scope to the principles that determine the operation of social institutions. This institutional focus, critics allege, ignores the crucial importance of the character of citizens and ideas of virtue. Some insist that a just society will ensure that citizens lead good and flourishing lives, and that the moral virtues are an essential aspect for flourishing. For them, the virtues are foundationally important. Other critics argue that in order for a society to remain just, citizens must possess certain civic virtues and a strong sense of civic identity. For such critics, the virtues are instrumentally important. My doctorate assesses the foundational and instrumental claims advanced by, respectively, contemporary Aristotelians and contemporary proponents of civic virtue. Against both, I defend the neglected position that insofar as considerations of character are important to a plausible conception of social justice, the focus ought to be on vice rather than virtue. I draw upon an expanded Humean account of “the circumstances of justice” to establish that no plausible conception of justice can idealise away deep moral disagreement. Accordingly reasons for moral propositions must be intelligible to agents who bear different moral outlooks. Aristotelian claims about the foundational importance of virtue, I argue, rely on assumptions about practical reasoning that render them too insensitive to disagreement. I then turn to claims that derive the instrumental importance of virtue from the requirements of stability. I demonstrate that, when the problem of stability is properly laid out and the extent of moral disagreement taken into account, a stable institutional scheme requires only that destabilising vices are minimised. No claims about virtue necessarily follow, and so the importance of virtue is, accordingly, extremely limited.
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46

Jalandoni, Monica. "Filipino Fortitude: Towards a Contextual yet Critical Social Virtue Ethics." Thesis, Boston College, 2015. http://hdl.handle.net/2345/bc-ir:104928.

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Thesis advisor: James F. Keenan
The dissertation will contribute not only to an appreciation and critical evaluation of fortitude in the Philippine context, but has a wider significance for the practice of virtue ethics. The thesis is that (a) virtue must be analyzed contextually, in specific social contexts, as well as (b) in dependence upon the Aristotelian-Thomistic tradition of the virtues, that (c) social virtue as well as individual virtue exists, and that (d) this social, contextual, Aristotelian-Thomistic approach to virtue provides a basis for a social-ethical critical evaluation and prescription for particular societies. If virtue ethics is to generate sound social normative claims, its argument needs to be based not merely upon the classical tradition, but also on a socially, historically and culturally aware analysis of the way virtues are fleshed out in context. This dissertation will argue that the Aristotelian-Thomistic tradition still has much to teach us about courage or fortitude, and in dialogue with contemporary social science still provides legitimate moral insights into fortitude today. Second, it will argue that virtue takes on a particular color or texture in specific social contexts, and will argue this in relation to the Filipino context: Philippine fortitude is Thomistic, with unique attributes of resilience and joy. Third, it will argue that it is necessary to engage in a social-ethical critique of social virtue, arguing that there are deficiencies in Philippine fortitude in that it lacks a crucial link with justice. This critical evaluation will lead to the elaboration of an ethical and social imperative for the Filipino people to develop good anger to fuel a less passive, more assertive fortitude that is ordered to justice
Thesis (PhD) — Boston College, 2015
Submitted to: Boston College. Graduate School of Arts and Sciences
Discipline: Theology
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47

Thévenon, Daniel. "Pride and virtue in the political thought of Jean-Jacques Rousseau." Thesis, University of Oxford, 2014. https://ora.ox.ac.uk/objects/uuid:34317740-7bf0-48ca-9abd-cfade3b4e30b.

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This thesis examines the relationship between political virtue and moral virtue in the works of Jean-Jacques Rousseau. After critically engaging with Rousseau's compelling yet complex theory of human sociability, focusing more particularly on the seminal relationship between the two forms of self-love, the "natural" amour de soi and "social" amour-propre, it is observed that the culmination of Rousseau's moral theory in Emile sees him espouse a particular kind of moral excellence called vertu, defined as a striving to master one's passions, and a particular type of freedom named liberté morale, inherent in the act of obeying the inner law originating in man's conscience. After further exploring Rousseau's conception of vertu, and insisting upon the ambitiousness of his moral theory, the thesis argues that Rousseau's political theory differs from it in "taking men as they are", and starting from the assumption that men are driven by their passions. That the hegemony of amour-propre is pre-supposed by Rousseau's political project is demonstrated through a detailed comparison of the civic education described in his prescriptive political writings with the moral education advocated in Emile. Finally, it draws the implications of the discrepancies between Rousseau's moral and political versions of virtue for his political theory, identifying a strong tension between two ideals that have generally been regarded as wedded within it, those of republican liberty and moral freedom.
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48

Viklund, Andreas, and David Svensson. "Vi måste hitta ett sätt att stå ut med våra känslor : En undersökning av psykologers uppfattningar om behandling i virtuell verklighet." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-170867.

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With a high and increasing number of people suffering from mental illness, the need for better treatments is high. Based on the skills and experiences of psychologists the aim of this study is to provide knowledge about how virtual reality can be used in the treatment of phobias, as well as to generate knowledge for a future implementation of the technology. To do this, we decided to conduct a qualitative study with semi-structured interviews. By using a snowball selection, we got access to five psychologists who contributed with their unique perspectives based on their education, professional background and experience of virtual reality. Our results showed an overall positive attitude toward how virtual reality can contribute and support today's CBT-treatments. With one of the major opportunities being that virtual reality gives the therapist access to control and flexibility that can be difficult to achieve in a regular exposure treatment. But it requires virtual reality experiences of a higher quality than those existing today for psychological purposes. Which can result in the patient's experience of the treatment not being optimal, when the experience is not sufficiently immersive. Our study concludes that virtual reality should not be seen as a substitute for today's CBT-treatments. Instead, VR should be used as a tool and supplement it, which has the potential to overcome obstacles and improve parts of a treatment.
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Runwen, Zhu. "Environmental Virtue Ethics : Wildlife Tourism in Sweden." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76288.

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With the permission of Swedish Allemansrätten, the Right of Public Access, allows people to interact with the natural environment... . Environmental ethics, discuss about the relationship between man and nature, and is hence clearly connected to the questions of wildlife tourism. Great part of the previous literature has focused on the environmental ethics in tourism from the perspective of utilitarianism or deontology, with special concern in animal rights, animal ethics and animal welfare. However, questions like ‘what kind of people will do good to the environment?’, ‘What are the characteristics of these people?’ are among those that still need to be discussed in the field of wildlife tourism research. According to the theory of environmental virtue ethics, man's attitude towards nature originates from the internal quality and character of human beings. Whether it is the western scholars Thomas Hill and Geoffrey Frasz, or the ancient Chinese School of Confucianism and Taoism, they all put forward their own opinions on the characters required by the virtue ethics of the environment. In this thesis, documentary writing and network media records of wildlife tourists in Sweden are used as empirical materials to demonstrate the behavioral and psychological manifestations of the three characters of environmental virtues ethics. These three characters reflect the harmonious interaction between man and nature, and contribute in the theoretical discussions of of ethics in Tourism Studies.
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50

Taylor, Sarah G. "Virtue or Success? It Depends on Self-interest." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1369217510.

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