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Dissertations / Theses on the topic 'Virtual technology Digital Artifacts'

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1

Santiago, Larisse Barreira de Macedo. "Use of artifacts and virtual digital technology in practice of educational literacy." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=11494.

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nÃo hÃ<br>The use of technological resources in education becomes ever more present. With this, new educational practices are designed to achieve a major goal of the school which is to teach literacy and letter. This paper presents the study of Technological Artifacts and Virtual Digital (ATVD) that, through the use of technologies in education, enable different educational literacy practices. We search for research by understanding how educational practices, from the use of virtual and digital technological artifacts can contribute to literacy, which, consequently, will be digital. However, o
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SANTIAGO, Larisse Barreira de Macedo. "O uso dos artefatos tecnológicos virtuais e digitais nas práticas educativas de letramento." www.teses.ufc.br, 2014. http://www.repositorio.ufc.br/handle/riufc/7958.

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SANTIAGO, Larisse Barreira de Macedo. O uso dos artefatos tecnológicos virtuais e digitais nas práticas educativas de letramento. 2014. 94f. – Dissertação (Mestrado) – Universidade Federal do Ceará, Programa de Pós-graduação em Educação Brasileira, Fortaleza (CE), 2014.<br>Submitted by Márcia Araújo (marcia_m_bezerra@yahoo.com.br) on 2014-04-28T13:04:55Z No. of bitstreams: 1 2014-DIS-LBMSANTIAGO.pdf: 1389911 bytes, checksum: 00f6ca53e0639a69db79a0aed1a872bf (MD5)<br>Approved for entry into archive by Márcia Araújo(marcia_m_bezerra@yahoo.com.br) on 2014-04-28T14:23:17Z (GMT) No. of bitstreams:
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Rountree, Janet, and n/a. "A framework for virtual artifacts : digital images as teaching tools in Classical art." University of Otago. Department of Information Science, 2005. http://adt.otago.ac.nz./public/adt-NZDU20060809.112225.

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This thesis explores the problem of how to present digital images of ancient artifacts in a manner that supports the task of visual analysis. The real object presents the "truth": exact scale, colour, and fine details. An original work of art provides the viewer with the opportunity to react directly with the object, is closest to the impact intended by the artist, and provides a tangible physical link with the past. Digital images limit and alter the experience of a work of art (1) with regard to the amount of data available (resolution), and (2) through the interpretation of the object by
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Høgsborg, Laila, and Luta Albion. "Digital vs Virtual Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20533.

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This paper investigates how VR Impacts game user satisfaction. Four games were tested. Each game has a different genre to help better understand if it will affect player’s preferences in platforms. This study uses a customized ‘The Game User Experience Satisfaction Scale’ (GUESS) which has seven key factors that are used to determine a satisfaction grade for each game on each platform. The results are then compared between each other to analyze the differences and similarities. The result of this thesis showed that the playtesters preferred playing on VR, and that both people with more gaming
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Dalbom, Axel, Markuss Sprogis, Emil Stolpe, and Nils Söderkvist. "A Tool for Learning Digital Filters in Virtual Reality." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353852.

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There are various tools used for teaching purposes, be it computers or even pen and paper. Virtual reality is used to simulate immersive environments. While it is mostly used in the video game industry we have made an attempt to use it as a learning tool, in this case for courses related to signal processing by trying to build intuition for digital filter design. The end product is a tool in virtual reality that allows the user to alter digital filter specifications and see how these alterations affect it. With this project we show that there is potential for virtual reality to be used as a te
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Oscarsson, Jan. "Enhanced virtual manufacturing : advanced digital mock-up technology with simulation variances." Thesis, De Montfort University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391840.

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Fagan, Calvin. "Embodying virtual war : digital technology and subjectivity in the contemporary war film." Thesis, Queen Mary, University of London, 2017. http://qmro.qmul.ac.uk/xmlui/handle/123456789/24593.

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Addressing a perceived absence of critical attention to changes in the war film brought about by the advent of the digital, this thesis aims to construct an original study of contemporary (post-2001) US war cinema by exploring the shifting relationship between embodiment, subjectivity and digital (military-technological) mediation. In order to update the critical framework necessary for comprehending how the war film is altered by the remediation of digitised military interfaces, I draw on a highly diverse set of approaches ranging from journalistic accounts of the wars in Iraq (2003-11) and A
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Löfstedt, Nathalie. "The Digital Doctor: - An Empirical Study on the Emergence of Digital Medical Care with the focal point on Region Skåne’s Digital Healthcare Pilot-Project." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20140.

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Introduktion: Vi hittar ständigt nya sätt att förenkla våra liv med hjälp av teknik. En av de nyare utvecklingarna på marknaden är en applikation som tillåter oss att kontakta en digital läkare. Skulle framväxten av denna medicinska tillämpning äventyra vad vi människor har förlitat oss på att överleva genom åren som är våra grundläggande sinnen: syn, hörsel, lukt, smak och beröring?Mål: Målet med studien är att undersöka huruvida en digital läkare kan bli en de facto i vårt samhälle eller en norm när man söker medicinsk behandling, och om detta virtuella hjälpmedlet kan anses och klassas att
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Louchart, S. "Emergent narrative : towards a narrative theory of virtual reality." Thesis, University of Salford, 2007. http://usir.salford.ac.uk/14894/.

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The recent improvements and developments on Intelligent Agents (IA), Artificial Intelligence (AI) and 3D visualisation, coupled with an increasing desire to integrate interactivity within virtual spaces bring concerns in regard to the articulation of narratives in such environments.
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Raud, Charlie. "How post-processing effects imitating camera artifacts affect the perceived realism and aesthetics of digital game graphics." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-34888.

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This study investigates how post-processing effects affect the realism and aesthetics of digital game graphics. Four focus groups explored a digital game environment and were exposed to various post-processing effects. During qualitative interviews these focus groups were asked questions about their experience and preferences and the results were analysed. The results can illustrate some of the different pros and cons with these popular post-processing effects and this could help graphical artists and game developers in the future to use this tool (post-processing effects) as effectively as po
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Oliveira, Danilo Patzdorf Casari de. "Sobre aquilo que um dia chamaram corpo: corporalidade nas ambiências digitais." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/27/27152/tde-27092017-093410/.

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Esta dissertação aborda as transformações que a tecnologia digital está operando sobre aquilo que um dia chamaram corpo. Nossa atual capacidade de perceber, interagir e intervir em múltiplos espaços sem nos deslocarmos fisicamente revela que já ingressamos coletivamente em uma nova condição da experiência corporal nas redes digitais. Isto é, a crescente participação das tecnologias mecânicas, elétricas e digitais no nosso cotidiano inaugurou sensações e assim transformou o estatuto e as condições do corpo, instaurando o que chamaremos corporalidades reticulares. Nesta perspectiva, os dualismos
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Tsolias, Panagiotis, and Adelina Zilkiqi. "Leaders Perception of Virtual communication : -leadership and communication mediated through technology." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96273.

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Technological developments have brought at the forefront the virtual communication in the business world. In our day and age it is difficult to find teams in organizations that do not rely in long distance communication even partially. Leaders bear the responsibility to secure quick and smooth transition of information among the members of their teams as well as to foster an environment that promotes trust and fuels motivation. We conducted this exploratory case study using the abductive approach and the qualitative method. Our aim was to gain a better understanding on how the leaders perceive
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Kuehne, Teresa A. "Science Teacher Perceptions Toward Digital Simulations and Virtual Labs as Digital Tools in the 7-12th Science Classroom." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1596202329122156.

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Tabbah, Alyaá. "Evaluating digital twin data exchange between a virtual and physical environment regarding lighting quantity." Thesis, Jönköping University, JTH, Byggnadsteknik och belysningsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53737.

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Building Information Management and Digital Twin technology with help of Smart lights can optimizethe built environment impacting our health and well-being, by providing the right amount of light at theright time of day. Lighting simulation is challenging, due to the strict requirements to represent reality. Digitaltwin technology will provide a more dynamic two-way feed-back between the physical and the virtual environmentto optimize the lighting environment giving real-time sensor data. The main problem that currently occurswhile evaluating a lighting design made in photorealistic computer v
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Örnebjär, Dellner Felix. "Market entry for digital healthcare companies." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300147.

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As digitalization becomes more pervasive in our society, healthcare is no exception. That new technology promises life-transforming innovations is perhaps of little doubt, but many of these innovations might never reach the market, for a plethora of reasons – many of which are investigated within this thesis. This thesis seeks to codify both industry best practices and extant literature to create a generic roadmap in the form of a framework usable by entrants to facilitate their entry into the Swedish healthcare market. The paper builds on an interpretivist approach and utilizes interviews wit
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Mares, David M. "Developmental laboratories for biomedical instrumentation and digital signal processing with virtual instrument technology and diverse software techniques." Laramie, Wyo. : University of Wyoming, 2006. http://proquest.umi.com/pqdweb?did=1292461511&sid=1&Fmt=2&clientId=18949&RQT=309&VName=PQD.

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Chan, Andrew. "The use of low cost virtual reality and digital technology to aid forensic scene interpretation and recording." Thesis, Cranfield University, 2011. http://dspace.lib.cranfield.ac.uk/handle/1826/4722.

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Crime scenes are often short lived and the opportunities must not be lost in acquiring sufficient information before the scene is disturbed. With the growth in information technology (IT) in many other scientific fields, there are also substantial opportunities for IT in the area of forensic science. The thesis sought to explore means by which IT can assist and benefit the ways that forensic information can be illustrated and elucidated in a logical manner. The central research hypothesis considers that through the utilisation of low cost IT, the visual presentation of information will be of s
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Chan, A. "The use of low cost virtual reality and digital technology to aid forensic scene interpretation and recording." Thesis, Department of Materials and Applied Science, 2011. http://dspace.lib.cranfield.ac.uk/handle/1826/4722.

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Crime scenes are often short lived and the opportunities must not be lost in acquiring sufficient information before the scene is disturbed. With the growth in information technology (IT) in many other scientific fields, there are also substantial opportunities for IT in the area of forensic science. The thesis sought to explore means by which IT can assist and benefit the ways that forensic information can be illustrated and elucidated in a logical manner. The central research hypothesis considers that through the utilisation of low cost IT, the visual presentation of information will be of s
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Karadoganer, Alper. "The Effect Of Emotional Facial Expressions Of A Virtual Character On People." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612587/index.pdf.

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This thesis investigates the effect of emotional facial expressions of a virtual character on people&rsquo<br>s performance for interactive digital tasks. The basic and universal emotions are used in the study. Facial expressions of these emotions are created according to the Facial Action Coding System (FACS), which is a system that describes facial movements in the face. The patterns of cooccurences of Action Units (descriptions of facial movements defined in FACS) for basic emotions are also implemented into emotional facial expressions with regard to findings of the studies in the literatu
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Lins, Guilherme Ranoya Seixas. "A intuitividade nas mídias interativas." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-22082013-083632/.

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Esta tese contribui com o conhecimento sobre as mídias interativas localizando os mecanismos que as tornam intuitivas. A pesquisa, para tanto, teve como objetivo decifrar o que consiste a intuitividade como elemento presente nas mídias interativas. Norteando o desenvolvimento ou oferecendo benefícios de uso, a intuitividade é sempre eleita como critério para determinar se uma mídia interativa (websites, quiosques, videogames, softwares, aparelhos, serviços digitais, etc.) é boa ou ruim, contudo, muito pouco se sabe sobre sua natureza, seja para providenciá-la na construção destes objetos, ou p
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Corrêa, Raquel Cristina Melo. "Sentires sexuais em ambiências digitais." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/27/27152/tde-27092017-101738/.

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Esta pesquisa objetiva investigar, compreender e analisar como a tecnologia digital intervém na constituição do sentir contemporâneo, utilizando como objeto referencial as práticas sexuais realizadas por e nos ambientes digitais (sites, chats, redes sociais digitais, aplicativos etc.). Partimos de pressupostos teóricos que reconhecem a tecnologia como elemento constitutivo do humano e do social - inclusive no que diz respeito à dimensão sexual -, atribuindo-lhe, portanto, um papel central em diferentes momentos históricos. Deste modo, defendemos que o \"sexo virtual\" não se trataria de uma me
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Sousa, Marcelo Clayton de Jesus e. "O uso da realidade aumentada no ensino de física." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/81/81131/tde-21082015-170850/.

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A Física utiliza modelos científicos para representar de maneira mais simplificada os fenômenos físicos. Um professor atuando no Ensino de Física precisa mediar o acesso a esse conhecimento. A complexidade e o nível de abstração dos modelos são obstáculos para os alunos, que o professor precisa ajudar a superar. A Realidade Aumentada (RA) é uma Tecnologia de Informação e Comunicação - TIC que permite a sobreposição e o alinhamento de objetos reais e virtuais, em um ambiente real e em tempo real. Já algum tempo o uso de atividades de aprendizagem usando RA como auxilio na compreensão de modelos
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Dusik, Cláudio Luciano. "Teclado virtual silábico-alfabético : tecnologia assistiva para pessoas com deficiência física." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2013. http://hdl.handle.net/10183/79640.

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Percebe-se que a evolução tecnológica busca tornar a vida mais fácil e favorecer habilidades funcionais de pessoas com deficiência. Diante disso e do modelo de uma sociedade inclusiva, com o compromisso de garantir que essas pessoas não sejam excluídas das atividades comuns, esta pesquisa apresenta a concepção e o desenvolvimento de uma interface de teclado virtual denominado Mousekey, e discute como essa tecnologia assistiva pode favorecer a escrita de pessoas com dificuldades motoras. Para compreender os objetivos propostos deste estudo, optou-se por uma pesquisa qualitativa, tipo estudo de
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Souza, Sandra Lúcia Pacheco de Almeida Costa. "Autoeficácia no trabalho docente : o uso de tecnologia digital e virtual no processo de ensino e aprendizagem." Universidade de Taubaté, 2015. http://www.bdtd.unitau.br/tedesimplificado/tde_busca/arquivo.php?codArquivo=754.

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A Crença da eficácia pessoal e coletiva pode interferir na maneira como o docente organiza e lida com suas práticas no ensino e aprendizagem. O objetivo deste estudo foi verificar se a autoeficácia no trabalho docente das Unidades de Ensino do Departamento de Ciência e Tecnologia da Aeronáutica (DCTA) incentiva o uso de tecnologia digital e virtual no processo de ensino e aprendizagem. Foi realizada uma pesquisa de estudo de caso, com abordagem quantitativa - descritiva em três Unidades de Ensino: Educação Infantil, Ensino Fundamental e Médio e Ensino Superior. A composição da amostra foi de 1
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Bendick, Eric Louis. "Fiber optic vines on the third wall cultivating natural media in the digital age /." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/bendick/BendickE0509.pdf.

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Twenty-thousand years ago, the earliest known depictions of natural forms were inscribed by primitive man onto the surface of the "third wall" . . . be it cave, grotto, overhang, or alcove. Today the myriad representations of our natural world, along with the expanding cosmic narratives of 'natural history' that animate and describe such characters within an ornate epistemological framework (part-science: evolution, thermodynamics, ecology, and part-social criticism: environmental justice, sustainability, conservation) proliferate in ever-increasing mobile permutations; not only in our textboo
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Antonio, Liliane de Queiroz. "Impacto do programa de capacitação no ambiente virtual : estudo de caso de uma rede de professores." [s.n.], 2005. http://repositorio.unicamp.br/jspui/handle/REPOSIP/253145.

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Orientador: Sergio Ferreira do Amaral<br>Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Educação<br>Made available in DSpace on 2018-08-04T22:12:46Z (GMT). No. of bitstreams: 1 Antonio_LilianedeQueiroz_D.pdf: 317889 bytes, checksum: ed8ce5e1914c4a0e1985bb14a611dd79 (MD5) Previous issue date: 2005<br>Resumo: No presente trabalho foi analisado o impacto que um ambiente virtual interativo venha a ter sobre um grupo de professores, por meio de suas manifestações de comunicação e de interatividade bem como a cooperação e a colaboração que um ambiente virtual interativo apresen
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Leinatamm, Kirke, and Stamatoula Bilali. "Virtual avatars rising : the social impact based on a content analysis and a questionnaire in the context of fashion industry." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-21993.

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Innovative technologies and their ability to grow rapidly are known to be a great source of controversy and paranoid reactions amongst people. The aim of this research is to examine the acceptance and perception of the technology of digital supermodels and influencers. This will be done in the global market of end-users where this technology has proliferated or has the potential to emerge. Digital supermodels and influencers were regarded specifically in a marketing context for this research, since the whole essence of their existence is for marketing purposes, and was approached as a new inno
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Moraes, Marcelo Jorge de. "Aplicação de recursos de ambiente virtual de aprendizagem em curso de biologia do ensino médio." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/81/81133/tde-20072011-152717/.

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Este trabalho refere-se à utilização de um Ambiente Virtual de Aprendizagem (AVA) em um curso presencial de Biologia com alunos do terceiro ano do Ensino Médio. O estudo foi desenvolvido com três turmas distintas nos anos de 2008, 2009 e 2010, em escola particular de São Paulo. O estudo teve por objetivo testar a hipótese de que os estudantes desse contexto buscaram no AVA principalmente um repositório de materiais. Era objetivo, também, verificar a possibilidade de estabelecer interações efetivas através de participação em fóruns. Pelas características metodológicas, o trabalho se enquadrou n
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Rodriguez, Carla Lopes. "A utilização de recursos audiovisuais em comunidades virtuais de aprendizagem = potencialidades e limites para comunicação e construção de conhecimentos em rede." [s.n.], 2011. http://repositorio.unicamp.br/jspui/handle/REPOSIP/284424.

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Orientador: Jose Armando Valente<br>Tesse (doutorado) - Universidade Estadual de Campinas, Instituto de Artes<br>Made available in DSpace on 2018-08-18T17:15:35Z (GMT). No. of bitstreams: 1 Rodriguez_CarlaLopes_D.pdf: 11016734 bytes, checksum: 6a2d545bb521a2719494194fb55a6e8b (MD5) Previous issue date: 2011<br>Resumo: Esta tese tem como objetivo mostrar de quais formas a utilização de recursos audiovisuais, como câmeras digitais, aparelhos portáteis multiplayer e ferramentas hipermidiáticas disponíveis em um ambiente de Educação a Distância (EAD), pode favorecer a comunicação e a construção
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Bohlin, Elin, and Linn Müller. "Designing Virtual Reality Experiences for Elderly : A qualitative study focusing on VR suppliers operating within the elder care sector." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96639.

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Abstract                                                    This thesis provides an in-depth research of five VR suppliers working with creating VR experiences targeted to elderly within the elder care sector in Sweden. Furthermore, a technological knowledge gap between elderly and VR technology are researched. The focus of this thesis is therefore how VR suppliers, as early adopters, design VR experiences to elderly, as digital immigrants. To investigate the chosen topics, two research questions was formulated; RQ1. How do VR suppliers design a VR experience targeted to digital immigrants wit
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Ismail, Samira Muhammad 1962. "Um ambiente virtual de aprendizagem que utiliza avaliação formativa, a tecnologia de mensagens curtas e dispositivos móveis." [s.n.], 2011. http://repositorio.unicamp.br/jspui/handle/REPOSIP/259121.

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Orientador: Gilmar Barreto<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação<br>Made available in DSpace on 2018-08-19T04:13:27Z (GMT). No. of bitstreams: 1 Ismail_SamiraMuhammad_M.pdf: 2532705 bytes, checksum: 03e951dc2de52c3cd47657715b442a98 (MD5) Previous issue date: 2011<br>Resumo: Os dispositivos móveis podem ajudar o homem em várias atividades. Com adaptações no uso e nos programas, podem também apoiar alunos e educadores no ambiente educacional. Estas mudanças podem introduzir novos conceitos e poderosas ferramentas que, ao
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Atwaters, Sybrina Yvonne. "Redefining the sacred in 3D virtual worlds: exploratory analysis of knowledge production and innovation through religious expression." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/53048.

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This dissertation contributes to conversations regarding the impact of open user centered innovation on cultural production by focusing on the construction and production of religious products within one large-scale open user-centered technological environment, 3D virtual worlds. Particularly, this study examines how virtual world users construct (non-gaming) religious communities and practices and how the technology impacts the forms of religious expression these users create. Due to its existing religious sector and affordances for user-created content, Second Life (SL) was chosen as the con
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Kramer, Alice. "DIMENSIONS OF IDENTITY." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2896.

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Imagination and fantasy environments created by writers and artists have always drawn people into their worlds. Advances in technology have blurred the lines between reality and imagination. My interest has always been to question the validity of these worlds and their cultures and to transcend the evolving virtual dimension by fusing it with what we perceive to be reality.<br>M.F.A.<br>Department of Art<br>Arts and Humanities<br>Studio Art and the Computer MFA
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Prioste, Cláudia Dias. "O adolescente e a internet: laços e embaraços no mundo virtual." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/48/48134/tde-21052013-113556/.

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Tendo em vista o amplo acesso às tecnologias de informação e comunicação (TICs) na sociedade contemporânea, com a promessa de um mundo virtual sem limites exercendo intenso poder de atração sobre os jovens, faz-se necessária a análise dos mecanismos ideológicos de manipulação psicológica postos em ação pela indústria cultural global no seio da subjetividade juvenil. Assim, o presente estudo teve como objetivo identificar os hábitos e os interesses dos adolescentes no ciberespaço, buscando apreender os possíveis efeitos em sua constituição subjetiva. A pesquisa empírica foi dividida em duas eta
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Forsbäck, Katarina. "Passformsgrund till formad sportjacka : Digital framtagningsmetod med fokus på passform och gradering." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-770.

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Vid digital mönsterkonstruktion för ett plagg krävs ett befintligt grundmönster som utgångspunkt för att kunna tidseffektivisera framtagningsprocessen. På konfektionsföretag där tid för mönsterkonstruktion är bristfällig lämnas detta moment ofta till fabriksanställda trots att kompetens finns inom företaget. Denna studie syftar till att ta fram en passformsgrund till ett sportföretags formade jackor för att främja framtida konstruktionsprocess för företagets konstruktörer. Resultat har uppnåtts med hjälp av metoder som digital mönsterkonstruktion, sömnad av provplagg och avprovningar. För att
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Wastring, Emma. "En ny teknikkultur : äkthet i sociala medier." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-14016.

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Denna studie ger ökad kunskap om hur en digital artefakt inom sociala medier skulle kunna uppmuntra till äkthet, som en motpol till profilering för att skapa en balans mellan profilering och äkthet. Studien barhandlar området “hur och varför användare presenterar sig och för sig på ett visst vis i sociala medier”. Detta förstås och diskuteras med hjälp av de två ändpunkterna äkthet och profilering. Studien berör även designerns roll i detta sammanhang. Studien undersöker området genom en litteraturstudie, samt en egen kvalitativ studie i form av semistrukturerade gruppintervjuer. Studien visar
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Tilley, Christine Margaret. "A sense of control : a model of a virtual community for people with mobility impairments." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16308/.

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This qualitative study develops a model of a virtual community for people with longterm, severe physical or mobility disabilities. The model also has implications for the wider community of people with disabilities. The study uses the Strauss and Corbin grounded theory methodology to inform the investigation from which a systematic theory has been developed. On the basis of this theory, the study proposes strategies for implementing the virtual community model. In-depth interviews were conducted with twelve Queenslanders with paraplegia, quadriplegia or other severe, long-term physical or m
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Rathi, Nakul H. "Comparing the Accuracy of Intra-Oral Scanners for Implant Level Impressions Using Different Scanable Abutments." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1407200647.

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Yamazaki, Kasumi. "Learning to Communicate in a Virtual World: The Case of a JFL Classroom." University of Toledo / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1430389814.

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Karlsson, Johan, Isak Glindrönn, and Selhan Bajra. "Volvo Säkerhetsträning : Volvo VR-träning." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21934.

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I detta kandidatarbete undersöker vi hur med hjälp av virtuell verklighet (VR) kan gestalta en fabriksmiljö och upplevelse som ökar säkerhetstänket för nyanställda på Volvo i Olofström. Undersökningen utgår ifrån vårt samarbete med Volvo och deras egen fabrik som är i fokus där de har velat ha en säkerhetsutbildning inom VR för deras nyanställda och gångtrafikanter i fabriken. Med hjälp av designperspektivet digital didaktisk design har vi kunnat ställa i centrum på lärandet i görandet, att planera och skapa aktiviteter för någon så att användaren i fråga kan tillägna sig nya kunskaper. Fråges
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Pissini, Jessica M. "Embodied by Design: The Presence of Creativity, Art-making, and Self in Virtual Reality." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1594831377515567.

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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)<br>Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)<br>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
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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<br>Coorientador: Wilson do Carmo Júnior<br>Banca: Giselle Helena Tavares<br>Banca: Priscila Carneiro Valim-Rogatto<br>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 apena
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Neville, Sarah Louise. "Choreographing newmedia dance through the creation of the dance project,Ada." Queensland University of Technology, 2003. http://eprints.qut.edu.au/15820/.

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As a choreographer working with new media technologies, I recognised a need to develop choreography informed by the digital age. This study was framed by the development of the dance project Ada, over three stages through a qualitative, interdisciplinary process. Artistic practice as research grounded in task based choreographic processes led to the following areas of significance in the study, those being; enacting a narrative, physicalising interactivity, performing virtual dance, and choreographing through a digital perspective. Findings that enunciated the evolution of newmedia choreog
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Robles, Mateo Elena. "All-Women Initiatives in Art and Technology 1986-2020. Atenea: Mentoring and Networking Project in Steam." Doctoral thesis, Universitat Politècnica de València, 2021. http://hdl.handle.net/10251/159248.

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[ES] La presente tesis doctoral es una exploración sobre las iniciativas auto-organizadas de mujeres que han surgido en la intersección del arte y la tecnología a nivel internacional. Estas iniciativas comunitarias han ido apareciendo en lugares donde existe una escena de arte y nuevos medios, la cual es generalmente de dominación masculina y baja en diversidad. Este trabajo de investigación es un mapeo de este fenómeno tecno-social y artístico, tratando de identificar las primeras prácticas. A través de entrevistas, encuestas y métodos de investigación etnográfica, esta tesis aspira a compren
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López-Fernández, Olatz. "El portafolio digital discente como metodología evaluativa innovadora: Estudio de caso múltiple del comportamiento de los aprendices de su propio aprendizaje virtual en el contexto del Espacio Europeo de Educación Superior." Doctoral thesis, Universitat de Barcelona, 2007. http://hdl.handle.net/10803/387814.

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La presente investigación doctoral concierne a la aplicación de la tecnología en el ámbito educativo, dentro del marco de la sociedad de la información. En concreto, se realiza un análisis en profundidad de la implementación del portafolio digital discente, como una metodología de evaluación en el ámbito de la Educación Superior como alternativa a la tradicional evaluación de los aprendizajes; en particular, cuando una amplia diversidad de habiIidades debe ser evaluada en un periodo de tiempo. El estado del arte se ha abordado de forma multidisciplinar (i.e., Pedagogía, Psicología y Tecnolo
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Tan, Jennifer Pei-Ling. "Digital kids, analogue students : a mixed methods study of students' engagement with a school-based Web 2.0 learning innovation." Queensland University of Technology, 2009. http://eprints.qut.edu.au/30396/.

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The inquiry documented in this thesis is located at the nexus of technological innovation and traditional schooling. As we enter the second decade of a new century, few would argue against the increasingly urgent need to integrate digital literacies with traditional academic knowledge. Yet, despite substantial investments from governments and businesses, the adoption and diffusion of contemporary digital tools in formal schooling remain sluggish. To date, research on technology adoption in schools tends to take a deficit perspective of schools and teachers, with the lack of resources and teach
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López-Fernández, Olatz. "El portafolio digital discente como metodología evaluativa innovadora: Estudio de caso múltiple del comportamiento de los aprendices de su propio aprendizaje virtual en el contexto del Espacio Europeo de Educación." Doctoral thesis, Universitat de Barcelona, 2007. http://hdl.handle.net/10803/387814.

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La presente investigación doctoral concierne a la aplicación de la tecnología en el ámbito educativo, dentro del marco de la sociedad de la información. En concreto, se realiza un análisis en profundidad de la implementación del portafolio digital discente, como una metodología de evaluación en el ámbito de la Educación Superior como alternativa a la tradicional evaluación de los aprendizajes; en particular, cuando una amplia diversidad de habiIidades debe ser evaluada en un periodo de tiempo. El estado del arte se ha abordado de forma multidisciplinar (i.e., Pedagogía, Psicología y Tecnologí
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Ozturk, Elif. "Online Distance Education: A New Approach To Industrial Design Education." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612241/index.pdf.

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Today, the impact of information technologies on education field is ever more clarified with the integration of new tools and methods to the education. Education has been becoming away from the traditional classroom environment through virtual environment. Besides education of theoretical disciplines, education of practice based disciplines, like design related disciplines are moving toward virtual environments. One of these is Industrial Design (ID) education which also has made the transition to the virtual world. This thesis aims to explore and scrutinize the latest forms of ID education,
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YOUNG, Regina Santos. "A construção das identidades dos alunos na educação virtual: uma experiência de EAD no laboratório de pesquisa multimeios na Universidade Federal do Ceará." www.teses.ufc.br, 2008. http://www.repositorio.ufc.br/handle/riufc/3309.

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YOUNG, Regina Santos. A construção das identidades dos alunos na educação virtual: uma experiência de EAD no laboratório de pesquisa multimeios na Universidade Federal do Ceará. 2008. 133f. Dissertação (Mestrado em Educação) – Universidade Federal do Ceará, Faculdade de Educação, Programa de Pós-Graduação em Educação Brasileira, Fortaleza-CE, 2008.<br>Submitted by Maria Josineide Góis (josineide@ufc.br) on 2012-07-12T17:16:08Z No. of bitstreams: 1 2008_Dis_RSYOUNG.pdf: 1909672 bytes, checksum: 38098e25d74e4dc130efb4d03e9b474c (MD5)<br>Approved for entry into archive by Maria Josineide Góis(jos
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