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1

Darr, Christine Theresa. "The social practices of consumption and the formation of desire." Diss., University of Iowa, 2013. https://ir.uiowa.edu/etd/1580.

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The central aim of this dissertation is to provide a conceptual framework for people wishing to consider how their desires are shaped by forces often unnoticed by them and how they can regain some degree of control over those desires. To this end, it offers a model for desire that acknowledges the importance of social forces in shaping a person's desire, and consequently moral character. It examines the specific social context of American capitalism, and American consumption, in order to understand how it is that many Americans seem to desire and act in ways that appear contrary to their well-being. This dissertation is a work of descriptive Christian virtue ethics, meaning that it considers the desire for and consumption of material goods in light of a person's commitment to a greater system of beliefs and values. Taking the approach of virtue ethics, it considers how a person's desires are shaped by what she takes to be constitutive of her well-being, or her telos. It argues that many Americans participate in practices that dispose them to acquire habits of desiring, consuming, and enjoying material goods in ways that tend over time to distort participants' abilities to judge and reason well about the ends that are really worth pursuing, both on the part of individuals and on the part of societies. When a person participates in a practice she acquires habits of thinking, feeling, and acting that enable her to engage in such practices effortlessly. A practice is often oriented by certain rules and standards of excellence that orient the practitioners to certain ways of thinking, feeling, and acting over others. Taking advertising as a key example, participants often acquire habits that lead them to accept a conception of well-being that is based on the ideas that growth is always to be pursued and more of a good thing is always better. Such an orientation, in turn, can direct a person's desires so that she becomes disposed to satisfy her immediate desires without seriously considering whether those desires will contribute to her well-being and, more broadly, whether the vision of the good life she has in mind is truly worth pursuing. This dissertation offers a way of engaging in critical reflection that can enable a person to bring to awareness many of these unseen social forces, and consider the ways in which participation in her many practices does or does not contribute to her well-being. It suggests that, for Christians in particular, a vision of the good life might focus on the cultivation of virtue--especially the virtues of temperance and justice. Considering a person's practices in light of virtue can be helpful for articulating clearly and strategizing effectively about how to engage in consumer activity in ways that contribute to her well-being.
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Gray, Melissa Faith. "Accounting for Political Virtue: Consumer Choice and the Non-Consumption Movement in Revolutionary New York City." W&M ScholarWorks, 2008. https://scholarworks.wm.edu/etd/1539626560.

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3

Ruby, Matthew Byron. "Of meat, morals, and masculinity : factors underlying the consumption of non-human animals, and inferences about another’s character." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/1504.

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Previous psychological research on vegetarianism has focused primarily on participants' health and weight concerns, and the process by which people adopt a vegetarian diet. The present studies broaden this research by exploring the differences in the way omnivores and vegetarians perceive animals and people whose diets do or do not include meat. In Study 1, participants reported their willingness to eat a series of animal- and vegetable-sourced foods, as well as their perceptions of the animals’ qualities. In Study 2, participants reported their impressions of a hypothetical student’s character and personality, basing their inferences on a short profile that indicated the student’s dietary choices as either omnivorous or vegetarian. Our findings in Study 1 suggest that the decision to eat or not eat animals is chiefly a function of disgust at the thought of eating them and how often one has seen them for sale in a store, but also affected by such diverse factors as perceptions of their intelligence, capacity for pain and suffering, appearance, and similarity to humans. In Study 2, both omnivores and vegetarians rated the vegetarian student targets as more virtuous and ethical than the omnivorous student targets.
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4

BELINGHERI, ELENA. "Famiglie numerose italiane : consumo e felicità." Doctoral thesis, Università degli studi di Bergamo, 2015. http://hdl.handle.net/10446/32803.

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This research is based on the assumption that Large Families have not been studied in detail by Marketing and Consumer Behaviour literature. Thus, according with CCT (Consumer Culture Theory) and Interpretive Consumer Research, a deep analysis has been done both in qualitative and quantitative terms in regard to different aspect of “how Large Families consume”: focus on economical items and happiness question. Comparing data of this survey with the ones of Bank of Italy and Istat, appears that Large Families have to assure the well-being of all their members redistributing the same average income as the other families, but within a wider number of components. For these reasons, Large Families who have decided to give priority to children care instead of individual consumers, and due to economic need as well, have to divide the same income among more people; in so doing they have to make specific choice in term of sobriety, as it has been shown clearly in this study. Nevertheless, the index of Happiness of Large Families results higher than the other families. Large Families might be studied as a sub-culture, a Tribe that shares the same cultural values, based on principles like the well-being of the family, sharing, authentic hospitality, rather than the material goods consumptions. Sobriety, sharing and relationship might built happiness in spite of economic consumption.
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5

Näslund, Oskar, and Björnbom Nicklas Öhrnstedt. "Mainstream ethical consumption : The motivations and level of morality of everyday consumers." Thesis, Umeå universitet, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161073.

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Growing issues such as climate crises, social injustice and neglection of basic human rights have created a new type of consumption, namely ethical consumption. Ethical consumption was initially mainly concerned for environmental issues but has in later years starting to include a variety of pressing issues. Ethical consumption was also initially mainly connected to groups of extremists, but with the increasing availability of ethical products in mainstream outlets, ethical consumption has shifted to be a mainstream consumer game. Mainstream ethical consumption has largely been neglected in previous research where the field is lacking knowledge in form of qualitative behavioral data. Departing from the gap, this study will mainly focus on exploring the motives for ethical consumption in the mainstream consumer segment. We will examine several driving forces in form of altruistic-based motives, egoistic-based motives, and non-value-based motives. However, in order to give this an additional dimension we also want to examine the level of morality of ethical consumption by using five ethical theories. This approach has been overlooked in previous ethical consumption research and it will question the basic assumption that ethical consumption is the morally correct thing to do. Therefore, the purpose of this study is to explore the motivational factors for ethical consumption and through the lens of ethical theories examine the level of morality of this behavior. In order to fulfill this purpose we have conducted a qualitative study within the context of organic groceries in the Swedish market. Organic groceries is a branch of ethical consumption that few studies has examined before, and that applies especially to the Swedish market. 14 mainstream consumers have been interviewed were all of these were frequent buyers of organic groceries. The interviews were conducted in a semi-structured fashion which was then analyzed by the use of thematic analysis. Furthermore, the study was guided by an exploratory inductive approach where subjectivity played a significant part. The results show that ethical consumption is driven by altruistic-based motives in form of social justice, where consumer want their consumption to benefit other. However, it is far from the only motive because ethical consumers are equally driven by egoistic motives. The result show that consumers are driven strongly by the sense of self- satisfaction created by the force of social norms, health and wellbeing, and product quality. This duality of motives creates a paradoxical tension in form of a win-win situation where the consumers strive for both the benefit of self as well as the benefit of others. Furthermore, ethical consumption is driven by habitual behavior where the consumers rely much on mental shortcuts in their purchases. Consumers are also not well- informed about ethical products and labels and therefore rely heavily on mythical benefits. In addition, when examining the level of morality of ethical consumption we can conclude that it is on level between mediocre to high. From a consequentialist and a non- consequentialist perspective the level of morality is fairly high, but from a character-based perspective the morality stumbles.
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6

Kari, Raywon Teja. "Smart Placement of Virtual Machines : Optimizing Energy Consumption." Thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13584.

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Context: Recent trends show that there is a tremendous shift from IT companies following traditional methods by hosting their applications/systems in self-managed on premise data centers to using the so-called cloud data centers. Cloud computing has received immense popularity due to its architecture and the ease of usage. Due to this increase in demand and shift in practices, there has been a tremendous increase in number of data centers over a period, resulting in increase of energy consumption. In this thesis work, a research is carried out on optimizing the energy consumption of a typical cloud data center. OpenStack cloud computing software is chosen as the platform in this research. We have used live migration as a key aspect in this research. Objectives: In this research, our objectives are as follows: Design an OpenStack testbed to implement the migration of virtual machines. To estimate the energy consumption of the data center. To design a heuristic algorithm to evaluate the performance metrics and to optimize the overall energy consumption. Methods: We have used PowerAPI, a software tool to estimate the energy consumption of hosts as well as virtual machines. A heuristic algorithm is designed and implemented in an instrumental OpenStack testbed to optimize the energy consumption. Server consolidation and load balancing of virtual machines methodologies are used in the heuristic algorithm design. Our research is carried out against the functionality of Nova scheduler of OpenStack. Results: Results section describes the values of performance metrics yielded by carrying out the experiment. The obtained results showed that energy can be optimized significantly by modifying the way OpenStack nova scheduler can work. The experiment is carried out on vanilla OpenStack and OpenStack with the heuristic algorithm in place, In the second case, the nova scheduler algorithms are not used but the heuristic algorithm is used instead. The CPU utilization and CPU load were noticed to be higher than the metrics observed in case of OpenStack with nova scheduler. Energy consumption is observed to be lesser than the consumption in OpenStack design with nova scheduler. Conclusions: The research tells that energy consumption can be optimized significantly using desired algorithms without compromising the service quality it offers. However, the design impacts on CPU slightly as the metrics are observed to be higher when compared to that in case of OpenStack with nova scheduler. Although it won’t have noticeable impact on the system.
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7

Denegri-Knott, Janice. "Consumption patterns and practices in the digital virtual." Thesis, University of Exeter, 2010. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.529283.

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8

Silvers, Michael Benjamin. "Musical Creation, Reception, and Consumption in a Virtual Place." Thesis, The University of Arizona, 2007. http://hdl.handle.net/10150/193303.

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Technologically mediated listening has changed the way in which music is heard as well as the way in which musical communities are constructed. Communities are no longer necessarily tied to place, and in the case of virtual communities, musicians can create a sense of community and a sense of place through their interactions. Some virtual communities of musicians - specifically those that specialize in electronic music - are ideally situated in cyberspace; what a producer of electronic music hears in his or her headphones when composing music is exactly what the audience hears after downloading or streaming it. The music remains in a digital format from its conception to its reception.In a Brazilian virtual community of electronic musicians called EnergyBR.net, fans, DJs, and producers exchange ideas about music, creating a feedback loop. In EnergyBR.net, this cyber-feedback loop shapes musical creation as well as a sense of place and community.
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9

Valck, Kristine de. "Virtual Communities of Consumption Networks of Consumer Knowledge and Companionship /." [Rotterdam]: Erasmus Research Institute of Management (ERIM), Erasmus University Rotterdam ; Rotterdam : Erasmus University Rotterdam [Host], 2005. http://hdl.handle.net/1765/6663.

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10

Tran, Minh Quang. "An empirical investigation of the consumption process in 3D virtual worlds." Thesis, Open University, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.580129.

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Virtual worlds are 3D online persistent multi-user environments where users interact through avatars. Virtual worlds are used for many activities including gaming, education, socialising and consumer-related activities. The focus of the investigation in this dissertation is on consumers' perceptions of the consumption process in Second Life, a virtual world. The consumption process in Second Life involves the acquisition, purchase and appropriation of virtual products for avatars. In this research project, research methods such as phenomenological interviews, laddering interviews and structured interviews were used to elicit consumers' perceptions of the consumption process in Second Life. The interviews were analysed by applying descriptive-phenomenology, thematic analysis and means-end chain analysis. The contribution of this research project has been an empirically-grounded understanding of consumers' perceptions of the consumption process in Second Life, including an understanding of virtual world affordances and consumers' needs during the consumption process. The theoretical contributions of this research project have been (1) phenomenological descriptions of the consumption process, (2) an analysis of virtual world affordances, such as 3D storefronts, teleportation, presence of others and access to websites, and (3) an understanding of how virtual world affordances address consumers' needs during the consumption process. Further, the practical contribution of this research has been the development of design guidelines for designers, developers and businesses: these guidelines can be applied to design and evaluate e-commerce environments that share similar features and affordances with Second Life.
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11

Nikolaou, Ioanna. "New consumption identities in virtual worlds : the case of 'Second Life'." Thesis, University of Bradford, 2011. http://hdl.handle.net/10454/5640.

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The dynamic development of new technologies influences consumers in many different ways reaching far beyond the shift in consumption patterns, challenging the way consumers live their lives. The role of new information technologies is continually growing in our daily lives changing the way we see the self and the world around us. Consequently, the advent of the computer culture incites a radical rethinking of who we are and the nature of being human, which clearly illustrates the postmodern age. As a result, over the past decades consumer research has moved away from simply viewing consumers as information processors to consumers as socially conceptualized beings. This Consumer Culture Theory (CCT) movement views consumers and consumer behaviour as articulations of meanings and materiality within the productive of complex cultural milieu. This ethnographic thesis focuses on the three-dimensional virtual world of Second Life, which is a 'Real Life' simulation and where the residents represent themselves through 'avatars', creating a kind of virtual materiality. This raises interesting questions for consumer researchers, not just about how consumption is enacted, produced and articulated within this environment, but also in relation to theoretical and methodological issues. More specifically, this thesis critically examines the development of interpretive consumer research and the emergence of the Consumer Culture Theory framework in the context of the juxtaposition of reality and hyperreality and takes a position which goes beyond the 'body in the net/physical body' binary. Therefore, this thesis places the 'avatar-as-consumer' at the centre of the research focus. The current thesis develops a theoretical framework which examines the role of consumption in resolving key paradoxes. Moreover, it extends the netnography framework from mainly text based research to the visual characteristics of virtual worlds so that it can be useful for the study of complex online environments and as a result, how the role of the researcher goes beyond netnography to virtualography is discussed.
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12

Merryman, Walter Emerson. "Bodies In and Out of Information: Consumption and Life in the Virtual." Bowling Green State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1404483340.

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13

Lagergren, Ebba. "En idrottsarena bortom det fysiska rummet : En studie kring besökares förväntningar av en virtuell arena inklusive avgörande nyckelfaktorer för användarens avsikt att besöka den virtuella arenan." Thesis, Malmö universitet, Malmö högskola, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-40655.

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Utveckling inom digitala- och sociala medier håller på att omdefiniera hur åskådarskap kommer se ut i framtiden. I kombination med en pandemi och en global klimatkris ställer det nya krav på hur sportarenor kan generera besökare till sina evenemang. Studiens syfte var därför att skapa förståelse för vilka förväntningar besökaren har på en virtuell arena samt skapa förståelse för vilka faktorer som är avgörande för användarens avsikt att besöka en virtuell arena. Studien har en kvalitativ ansats och empiri har samlats in genom tre strukturerade fokusgrupper. Unified theory of acceptance and use of technology 2 (UTAUT 2) användes som baslinje i studien och har utifrån analys och diskussion av studiens empiri utökats med fler element för att vara applicerbar i den befintliga fallet. Resultatet visade att en virtuell arena bör bidra med ett mervärde jämfört med en fysisk arena. Detta genom tillgång till exklusivt material och exklusiva områden. Vidare drogs slutsatserna att förväntad möjlighet till social interaktion, förväntad förbättrad informations- och upplevelsekonsumtion och förväntad möjlighet till personaliserad upplevelse har indirekt inverkan på användarens avsikt att använda den virtuella arenan genom hedonisk motivation och prestationsförväntan. Förväntad ansträngning visade sig vara en avgörande faktor som i sin tur påverkas av tillgänglighet, användarvänlighet och teknisk prestanda. Prisvärde visade sig vara en starkt avgörande faktor. Slutligen konstaterades intresse för sporten vara en ny modererande faktor med direkt inverkan på användarens avsikt att besöka den virtuella arenan.
Development within digital and social media is redefining how spectators will experience sport in the future. In combination with a pandemic and a global climate crisis, it creates new demands on how sports arenas can generate visitors to their events. The aim of this study was therefore to gain an understanding of the visitor’s expectations on a virtual arena as well as to identify key factors that affect the consumer’s intention to visit a virtual arena. The study has a qualitative approach and empirical data has been collected through three structured focus groups. Unified Theory of acceptance and use of technology 2 (UTAUT 2) was used as a theoretical foundation and was extended with more elements through analysis and discussion, to better suit the current situation. The results of the study indicated that a virtual arena should contribute added value compared to a physical arena, through access to exclusive material and exclusive areas. Furthermore, it was concluded that expected opportunity for social interaction, expected improved information- and experience consumption and expected opportunity for personalized experience have an indirect impact on the visitor’s intention to use the virtual arena through hedonic motivation and performance expectancy. Effort expectancy proved to be a crucial factor which in turn is affected by accessibility, ease of use, and technical performance. Price value is shown to be a strong decisive factor. Finally, it is stated that interest in the sport is a new moderating factor with a direct impact on the user’s intention to visit the virtual arena.
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Fröhlich, Julius. "The impacts of global warming and diet change on the virtual water consumption: Estimating the present and future invisible virtual water resource use in East Africa." Thesis, Stockholms universitet, Stockholm Resilience Centre, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-179153.

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The production of food is the biggest water consumer and it is required to meet the growing demand of food from a growing population and changing diets. Water can be dislocated indirectly in its hidden virtual form in traded food products as the water that is needed to produce the product locally. East Africa is a generally water scarce region, often ignored in scientific literature and characterized by a currently fast-growing population and overall economy, resulting in ongoing dietary change of people with growing incomes. The aim of this thesis is to estimate the current amount of water demand as virtual water to produce food for the present and future global change scenarios facing higher temperatures and higher food demand with growing populations. By using the CLIMWAT-model and CROPWAT-database, the virtual water content of all national produced agricultural commodities is summarized as its water footprint and put into relation to the national water availability. The results of the ratio between water footprint and availability show that Somalia’s, Kenya’s and Djibouti‘s food production water demand has exceeded the water availability before 2014. Tanzania and Ethiopia are expected to join these countries between 2014 and 2030. The impact of virtual water trade and global warming balance each other out with 2.23 and 2.45% of change of the water footprint and availability ratio. Meat production consumes twice as much water than crop production with only 5% of the total food weight, making livestock the key driver of virtual water development.
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15

Mittal, Ashutosh. "Novel Approach to Optimize Bandwidth Consumption for Video Streaming using Eye Tracking." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-212061.

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Recent leaps in eye tracking technology have made it possible to enable eye tracking as a cheap, reliable and efficient addition to the human computer interaction technologies. This thesis looks into the possibility of utilizing it for client aware video streaming. Increasingly people are consuming high quality video content on wireless network devices, thus there is need to optimize bandwidth consumption for efficient delivery of such high resolution content, both for 2D and 360°videos.This work proposes SEEN (Smart Eye-tracking Enabled Networking), a novel approach to streaming video content using real time eye tracking information. This uses HEVC video tiling techniques to display high and low qualities in the same video frame depending on where the user is looking. The viability of proposed approach is validated using extensive user testing conducted on a Quality of Experience (QoE) testbed which was also developed as part of this thesis. Test results show significant bandwidth savings of up to 71% for 2D videos on standard 4K screens, and up to 83% for 360°videos on Virtual Reality (VR) headsets for acceptable QoE ratings. A comparative study on viewport tracking and eye tracking for VR headsets is also included in the thesis in order to further advocate the necessity of eye tracking.This research was conducted in collaboration with Ericsson, Tobii and KTH under the umbrella project SEEN: Smart Eye-tracking Enabled Networking.
Nya framsteg inom ögonstyrningsteknologi har möjliggjort att betrakta ögonstyrning (o.k.s. eyetracking) som ett billigt, pålitligt och effektivt tillägg till teknologier för människa-dator interaktion. Det här examensarbetet utforskar möjligheten att använda ögonstyrning för klientmedveten videoströmning. Allt fler personer förbrukar videoinnehåll av hög kvalitet genom trådlösa nätverk, därmed finns det ett behov av att optimera bandbreddskonsumtionen för effektiv leverans av ett sådant högkvalitativt innehåll, både för 2Doch 360°-videor.Det här arbetet introducerar SEEN (Smart Eye-tracking Enabled Networking), en ny approach för att strömma videoinnehåll, som bygger på realtidsinformation från ögonstyrning. Den använder HEVC-metoder för rutindelning av video för att visa högkvalitativt och lågkvalitativt innehåll i samma videoram, beroende på vart användaren tittar. Lönsamheten av den föreslagna approachen validerades med hjälp av omfattande användartester utförda på en testbädd för upplevelsekvalité (Quality of Experience, QoE) som också utvecklades som en del av det här examensarbetet. Testresultaten visar betydande bandbreddsbesparingar på upp till 71% för 2D-videor på vanliga 4K-skärmar samt upp till 83% för 360°-videor på VR-headset för acceptabla QoE-betyg. En komparativ studie om viewport tracking och ögonstyrning i VR-headset är också inkluderad i det här examensarbetet för att ytterligare förespråka behovet av ögonstyrning.Denna forskning genomfördes i samarbete med Ericsson, Tobii och KTH under paraplyprojektet SEEN: Smart Eye-tracking Enabled Networking.
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Francis, Kathryn B., M. Gummerum, G. Ganis, I. S. Howard, and S. Terbeck. "Alcohol, empathy, and morality: acute effects of alcohol consumption on affective empathy and moral decision-making." Springer, 2019. http://hdl.handle.net/10454/17169.

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Yes
Rationale: Hypothetical moral dilemmas, pitting characteristically utilitarian and non-utilitarian outcomes against each other, have played a central role in investigations of moral decision-making. Preferences for utilitarian over non-utilitarian responses have been explained by two contrasting hypotheses; one implicating increased deliberative reasoning, and the other implicating diminished harm aversion. In recent field experiments, these hypotheses have been investigated using alcohol intoxication to impair both social and cognitive functioning. These studies have found increased utilitarian responding, arguably as a result of alcohol impairing affective empathy. Objectives: The present research expands existing investigations by examining the acute effects of alcohol on affective empathy and subsequent moral judgments in traditional vignettes and moral actions in virtual reality, as well as physiological responses in moral dilemmas. Methods: Participants (N = 48) were administered either a placebo or alcohol in one of two dosages; low or moderate. Both pre- and post intervention, participants completed a moral action and moral judgment task alongside behavioural measures of affective empathy. Results: Higher dosages of alcohol consumption resulted in inappropriate empathic responses to facial displays of emotion, mirroring responses of individuals high in trait psychopathy, but empathy for pain was unaffected. Whilst affective empathy was influenced by alcohol consumption in a facial responding task, both moral judgments and moral actions were unaffected. Conclusions: These results suggest that facets, beyond or in addition to deficits in affective empathy, might influence the relationship between alcohol consumption and utilitarian endorsements.
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Zago, Bethania Fernandes da Fonseca. "O processo decisório de compra de vestuário feminino online: um estudo das diferenças de comportamento entre as gerações." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/100/100133/tde-18122017-145722/.

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O presente estudo investigou se há diferenças nas avaliações das consumidoras em relação à compra de roupa no ambiente online de acordo com a geração que pertencem. Buscou-se identificar se a preferência pela experiência de compra proporcionada pela loja física dificulta a escolha do canal virtual, também foi pesquisado sobre o impacto da falta de interação com o produto nas lojas virtuais e quais são os fatores que influenciam cada geração ao optar em comprar roupas pela internet. Para tanto, foi desenvolvido uma pesquisa de abordagem quantitativa, utilizando o método survey para coleta de dados no qual se aplicou um questionário online. Os resultados obtidos por meio de uma análise estatística multivariada demonstraram que, quanto mais velha a geração, menor é a utilização da internet para este tipo de compra, mas ao avaliar os motivos dentro os quais nunca compraram, mesmo aquelas consumidoras que já estão habituadas com o ambiente online para realizar outras tarefas de sua rotina, a impossibilidade de provar os produtos é realmente um impeditivo para esse tipo de compra. Notou-se que embora a Geração Y esteja mais conectada, os motivos pelos quais não compram roupa em lojas virtuais se assemelham aos das Gerações X e Baby Boomer. Entretanto, há aquelas consumidoras que valorizam a praticidade, a comodidade em comprar sem sair de casa e utilizam o canal virtual. A principal diferença no processo de escolha é que as gerações mais velhas utilizam com mais frequência as ferramentas disponíveis nas lojas virtuais para minimizar a distância do produto, como zoom nas fotos para analisar detalhes e tabela de medidas para conferir a numeração das peças
The present study investigated whether there are differences in consumers\' evaluations regarding the purchase of clothing in the online environment according to the generation they belong to. We tried to identify if the preference for the shopping experience offered by the brick and mortar store made it difficult to choose the virtual channel, we also investigated the impact of the lack of interaction with the product in the virtual stores and what are the factors that influence each generation when opting to buy clothes over the internet. For that, a quantitative approach research was developed, using the survey method for data collection in which an online questionnaire was applied. The results obtained through a multivariate statistical analysis showed that the older the generation, the lower the use of the Internet for this type of purchase, but in evaluating the reasons for which they never bought, even for the consumers who are already used to the online environment to perform other routine tasks, the inability to try on the products is really an impediment to this type of purchase. It was possible to observe that although Generation Y is more connected, the reasons why they do not buy clothes in virtual stores resemble those of Generations X and Baby Boomer. However, there are those consumers who value the practicality, the convenience in buying without leaving home and use the virtual channel. The main difference in the process of choice is that older generations are more likely to use the tools available in virtual stores to minimize product distance, such as zooming in on photos to analyze details and measurement tables to check the numbering of the items
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Mütterlein, Joschka [Verfasser]. "Hedonic Consumption of Virtual Reality : Empirical Studies on the Role of Immersion, Telepresence and Interactivity in the Adoption of Virtual Reality-based Systems / Joschka Mütterlein." Berlin : epubli, 2019. http://d-nb.info/1202666086/34.

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19

Bulygin, Denis. "How do people evaluate virtual goods in social media? The case of Dota 2." Thesis, Uppsala universitet, Människa-datorinteraktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-389395.

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Virtual purchases are the main source of revenue for developers of F2P games being a market with expected 17.4 billions of dollars volume in 2019. Despite the broad scope of research of virtual purchases, it is still unclear how the player evaluate non-functional goods. Based on analysis of discussions of virtual decorative items this work what experiences nonfunctional items grants players with and how those experiences discussions reflect in the item’s price.  With the use of Structural Topic Modeling framework this work demonstrates the dimensions of players’ experience in their association with price change on the case of Reddit.com subreddit /r/Dota2. Analysis reveals three main categories of discussions: dimensions of hedonic value, dimensions of social value, expectations mismatch. This work contributes to studies of virtual purchases by decomposing each category into experience dimensions and by revealing the relationship between extracted experience dimensions and items price.
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Presi, Caterina. "Investigating Identity Communication Online in Forum-Based Virtual Communities of Consumption with Comparison to Face-to-Face Social Interactions." Thesis, University of Leeds, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.485262.

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How identity is communicated in forum-based Virtual Communities of Consumption (VCCs) and the role of the medium in identity communication are investigated by comparing what occurs online and face-to-face, using a conceptual framework of Symbolic Interactionism and Medium Theory. Ten qualitative case studies are applied, where one individual's online and offline experience represents a case. Principal data gathering techniques in the two environments (online and omine) were observations and semi-structured interviews. Data were analysed using socio-semiotics and grounded theory. The findings reveal that reading identity online is a much richer and complex process than conveying identity. Reading identity online is involves medium, social and individual factors. The medium acts both as enabler constraint in identity communication with both similarities and differences, in comparing the process online with what occurs face-to-face. The research makes a literature contribution to identity communication online with a critique of Symbolic Interactionism, suggesting Sensemaking as a finer framework. It also contributes to an understanding of VCCs as places of consumption with a typology of the threads present in VCCs and the type of social interaction occurring in them; with different focuses of attention when interacting online influencing online relationships; it also offers some qualitative insights into how social identity is communicated. Knowledge of VCCs as objects of consumption in their own right is also enriched regarding the multidimensional and ontologically fluid nature of VCCs as a 'virtual product'. Further insights are offered into distinctivity about the intemet environment in relation to identity communication. An adapted version of Kress and van Leeuwen's socio-semiotic framework and the added data capturing accuracy through Virtual Network Computing can benefit future research, with the multilayered, comparative approach applied in other settings. Managerial recommendations include suggestions on organising and managing the community more effectively considering the role of the individual in shaping the community experience, the different worth and uses of online identity symbols/cues, the importance of members' accountability online to develop relationships, and impact of thread topic and structure on social interaction. Future research suggestions include the role of the medium in consumer experience wit.lJin Consumer Culture Theory, issues of media transparency and literacy, sensema..1dng as a framework for identity communication, exploring tensions between individual interpretations, micro-social influences and medium structure in identity communication, refining the typology of threads related to consumption, and the link between consumer socialisation and the nature of motive and focus of attention.
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Santos, Maria Neusa dos. "Comunicação, consumo e religião: narrativas de peregrinos sobre o consumo moral da fé no Santuário de Santa Paulina." Associação Escola Superior de Propaganda e Marketing, 2015. http://tede2.espm.br/handle/tede/62.

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The increasing advance of religious consumption in Brazil has contributed to the growth in the number of pilgrimages to sanctuaries in search of response to human aspirations. This progress, to a certain extent, contributes to the moral consumption of faith through religious symbols and virtuous acts, which promote the satisfactory meeting in resolution of the personal needs of the pilgrims in their quest for good life . The studies of reception, combined with an interrelation between communication, consumption and religion, were taken as foundations, based on authors such as Baccega, Carranza, Aristotle, Chauí, Slater, Martin-Barbero, Douglas & Isherwood, Martino, Ricoeur and Hook. The research has its corpus composed by the narratives of pilgrims to the Sanctuary of Santa Paulina in Vigolo, Nova Trento (SC), about the practices of moral consumption of faith, using the qualitative research method. The aim was to get closer to the object, to enable the analysis of moral consumption processes of faith through the virtues lived by the saint and persuade by the pilgrims, as well as the socio-cultural context and the non-mediatic communication present in this object. The analysis of theories of narrative was used as methodology applied to the corpus of the research.
O crescente avanço do consumo religioso no Brasil vem contribuindo para o aumento do número de peregrinações a santuários como busca de resposta aos anseios humanos. Tal avanço, em certa medida, colabora para o consumo moral da fé por meio de símbolos religiosos e atos virtuosos, que promovem o encontro satisfatório na resolução das necessidades pessoais dos peregrinos em sua busca pela vida boa . Foram tomados como fundamentos os estudos de recepção aliados à interligação entre comunicação, consumo e religião, com base em autores como Baccega, Carranza, Aristóteles, Chauí, Slater, Martín-Barbero, Douglas & Isherwood, Martino, Ricouer e Gancho. A pesquisa tem como corpus as narrativas dos peregrinos do Santuário de Santa Paulina, em Vígolo, Nova Trento (SC), sobre as práticas do consumo moral da fé, utilizando o método de pesquisa qualitativa. Objetivou-se a aproximação com o objeto, para possibilitar a análise dos processos de consumo moral da fé por meio das virtudes vividas pela santa e buscadas pelos peregrinos, bem como do contexto sociocultural e da comunicação não midiática presente neste objeto. Como metodologia aplicada ao corpus da pesquisa, foi utilizada a análise das teorias das narrativas.
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Liblik, Karl-Chris, and Berlo Kevin van. "The Business of Micro Transactions : What is the players' motivation for purchasing virtual items?" Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30578.

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23

Alharbi, Fares Abdi H. "Profile-based virtual machine management for more energy-efficient data centers." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/129871/8/Fares%20Abdi%20H%20Alharbi%20Thesis.pdf.

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This research develops a resource management framework for improved energy efficiency in cloud data centers through energy-efficient virtual machine placement to physical machines as well as application assignment to virtual machines. The study investigates static virtual machine placement, dynamic virtual machine placement and application assignment using ant colony optimization to minimize the total energy consumption in data centers.
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Chioccola, Fabrizzio Saitta. "Comunicação, consumo e ética: as telenovelas da Rede Globo e a construção da virtude moral evangélica." Associação Escola Superior de Propaganda e Marketing, 2014. http://tede2.espm.br/handle/tede/140.

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The continuous growth of the Evangelical churches in Brazil has been contributing to an increasing number of faithful and the space that they occupy on the fabric of the Brazilian society. Such an advance, to some extent, contributes to the fact that this religious group has been spreading its doctrines, with its ethical and moral values, throughout the different levels of our society. This fact can be noticed on the political, economical and social areas. Taking as departing points, the studies on the Theory of Mediations and reception, added by the research on the consuming we propose to study the reception processes of the TV Novels produced by TV Globo by its evangelical audiences. We intend to pursue a theoretical-methodological approach that will take us to a better understanding of such relationship between the Globo TV novels productions and the evangelical audiences. For this reason, we have worked with insights of authors such as Baccega, Chauí, Escosteguy, Hall, Jacks, Kant, Lopes, Marcondes, Martín-Barbero, Motter and Orozco-Gómez. The research takes as corpus the evangelical universe, but at the same time, for the sake of narrowing our study group, we decided to focus on the Pentecostal and neo-Pentecostal segments of the evangelical universe. The method that was used on the empirical study was designed and implemented with the aim of getting closer to the subject of our studies, making it possible to analyze the processes of macro and micro mediation proposed by Orozco-Gómez, and also taking into account both the environment of the Church and the home of these social actors as local mediations between imposition of ethical and moral meanings and practices of reception of Rede Globo TV Novels.
O crescente avanço da presença de igrejas evangélicas no Brasil vem contribuindo para o aumento no número de fiéis que compõem o tecido social brasileiro. Tal avanço, em certa medida, colabora para que as doutrinas evangélicas tenham os seus valores morais e éticos difundidos de maneira ampla nos mais diferentes âmbitos da sociedade, seja na esfera política, econômica ou social. Tomamos como fundamento os estudos de recepção e a teoria das mediações, aliados aos estudos de consumo propomos estudar os processos de recepção de telenovelas da Rede Globo por evangélicos. Pretendemos percorrer um caminho teórico-metodológico que nos permita compreender melhor esta relação. Para isso, serão utilizados autores como Baccega, Chauí, Escosteguy, Hall, Jacks, Kant, Lopes, Marcondes, Martín-Barbero, Motter e Orozco-Gómez. A pesquisa tem como corpus o universo evangélico, porém, por uma questão de recorte, optamos por trabalhar com pentecostais e neopentecostais. O método utilizado no estudo empírico foi pensado e executado objetivando a aproximação com o objeto, tornando assim possível analisar os processos de macro e micromediações, propostos por Orozco-Gómez. Consideramos respectivamente o ambiente da Igreja e o lar destes atores sociais como locais de mediações entre imposição de sentidos éticos, morais e as práticas de recepção de telenovelas da Rede Globo.
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Zine, Elabidine Khouloud. "Méthode de prototypage virtuel permettant l'évaluation précoce de la consommation énergétique dans les systèmes intégrés sur puce." Thesis, Paris 6, 2014. http://www.theses.fr/2014PA066669/document.

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Depuis quelques années, les systèmes embarqués n’ont pas cessé d’évoluer. Cette évolution a conduit à des circuits de plus en plus complexes pouvant comporter plusieurs centaines de processeurs sur une même puce.Si la progression des techniques de fabrication des systèmes intégrés, a permis l’amélioration des performances de ces derniers en terme de temps et de capacité de traitement, elle a malheureusement amené une nouvelle contrainte de conception. En effet, cette nouvelle génération de systèmes consomme plus d’énergie et nécessite donc la prise en compte, pendant la phase de conception, des caractéristiques énergétiques dans le but de trouver le meilleur compromis (performance / énergie). Des études montrent qu’une estimation précoce de la consommation – i.e. au niveau comportemental – permet une meilleure diminution de l’énergie consommée par le système.L’outil EDPE (Early Design Power Estimation), objet de cette thèse, propose en réponse à ce besoin, une procédure permettant la caractérisation énergétique précoce d’une architecture de type MPSoC (MultiProcessor System on Chip) dans la phase de prototypage virtuel en System C. EDEP s’appuie sur des modèles de consommation par composant pour en déduire l’énergie dissipée par le système global lorsque le système est simulé au niveau CABA(Cycle Accurate Byte Accurate) ou encore TLM (Transaction Level Model). Les modèles proposés par EDPE, ont été intégrés dans la bibliothèque de prototypage virtuel SoClib. Ainsi, pendant la phase d’exploration architecturale, le concepteur dispose en plus des caractéristiques temporelles et spatiales de son circuit, d’une estimation précise de sa consommation énergétique.L’élaboration de modèles de consommation pour les différents composants matériels d’un système, à l’aide d’EDPE, est simple, homogène et facilement généralisable.Les résultats obtenus montrent la capacité d’EDPE à prédire la consommation énergétique de différentes applications logicielles déployées sur une même architecture matérielle de manière précise et rapide
Technological trends towards high-level integration combined with the increasing operating frequencies, made embedded systems design become more and more complex.The increase in number of computing resources in integrated circuit (IC) led toover-constrained systems.In fact, SoC (System on Chip) designers must reduce overall system costs, including board space, power consumption and development time.Although many researches have developed methodologies to deal with the emerging requirements of IC design, few of these focused on the power consumption constraint.While the highest accuracy is achieved at the lowest level, estimation time increases significantly when we move down to lower levels.Early power estimation is interesting since it allows to widely explore the architectural design space during the system level partitioning and to early adjust architectural design choices.EDPE estimates power consumption at the system levels and especially CABA (Cycle Accurate Bit Accurate) and TLM (Transaction Level Modelling) levels.The EDPE have been integrated into SoCLib library.The main goal of EDPE (Early Design Power Estimation) is to compare the power consumption of different design partitioning alternatives and chooses the best trade-off power/ performance.Experimental results show that EDPE (Early Design Power Estimation) method provides fast, yet accurate, early power estimation for MPSoCs (MultiprocessorSystem on Chip).EDPE uses few parameters per hardware components and is based on homogeneous and easy characterization method.EDPE is easily generalized to any virtual prototyping library
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26

Colmant, Maxime. "Multi-dimensional analysis of software power consumptions in multi-core architectures." Thesis, Lille 1, 2016. http://www.theses.fr/2016LIL10094/document.

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L’Informatique "verte" est très importante de nos jours. Parmi les raisons principales, nous pouvons mentionner le rôle majeur des centres de données qui consomment autant que 180 000 foyers en électricité. Associé aux préoccupations énergétiques, cet enjeu représente un challenge technologique et sociétal de premier ordre. Des watt-mètres sont actuellement utilisés et partagés pour récupérer un ensemble agrégé de rapports énergétiques sur plusieurs heures ou minutes. Cependant, pour améliorer l’efficacité énergétique des logiciels, nous devons dépasser ces limitations et proposer des estimations plus fines. Particulièrement, la communauté considère le CPU comme étant le composant le plus énergivore et est donc largement considéré lors de la modélisation énergétique de système. Des dizaines de modèles de consommation ont déjà été proposées pour prendre en compte la grande diversité et la complexité grandissante des CPUs. Dans cette thèse, nous proposons PowerAPI pour apprendre automatiquement les modèles de consommation et construire des watt-mètres logiciels permettant des estimations précises sur des architectures modernes. Avec l’émergence de l’Informatique dématérialisée, nous avons développé BitWatts et WattsKit pour pousser l’utilisation d’estimations énergétiques à grain fin au sein de VMs ou clusters. Un niveau encore plus fin peut être requis pour mieux évaluer l’efficacité d’optimisations logicielles et nous proposons donc codEnergy pour aider à mieux comprendre comment l’énergie est consommée par un logiciel. Nous démontrons aussi dans cette thèse l’utilité de PowerAPI pour mieux comprendre les consommations logicielles sur les architectures modernes
Energy-efficient computing is becoming increasingly important. Among the reasons, one can mention the massive consumption of large data centers that consume as much as 180,000 homes. This trend, combined with environmental concerns, makes energy efficiency a prime technological and societal challenge. Currently, widely used power distribution units (PDUs) are often shared amongst nodes to deliver aggregated power consumption reports, in the range of hours and minutes. However, in order to improve the energy efficiency of software systems, we need to support process-level power estimation in real-time, which goes beyond the capacity of a PDUs. In particular, the CPU is considered by the research community as the major power consumer within a node and draws attention while trying to model the system power consumption. Over the last few years, a dozen of ad hoc power models have been proposed to cope with the wide diversity and the growing complexity of modern CPU architectures. In this thesis, we rather propose PowerAPI for learning power models and building software-defined power meters that provide accurate power estimation on modern architectures. With the emergence of cloud computing, we propose BitWatts and WattsKit for leveraging software power estimation in VMs and clusters. A finer level of estimation may be required to further evaluate the effectiveness of the software optimizations and we therefore propose codEnergy for helping developers to understand how the energy is really consumed by a software. We deeply assessed all above approaches, thus demonstrating the usefulness of PowerAPI to better understand the software power consumption on modern architectures
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Atchukatla, Mahammad suhail. "Algorithms for efficient VM placement in data centers : Cloud Based Design and Performance Analysis." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17221.

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Content: Recent trends show that cloud computing adoption is continuously increasing in every organization. So, demand for the cloud datacenters tremendously increases over a period, resulting in significantly increased resource utilization of the datacenters. In this thesis work, research was carried out on optimizing the energy consumption by using packing of the virtual machines in the datacenter. The CloudSim simulator was used for evaluating bin-packing algorithms and for practical implementation OpenStack cloud computing environment was chosen as the platform for this research.   Objectives:  In this research, our objectives are as follows
    Perform simulation of algorithms in CloudSim simulator. Estimate and compare the energy consumption of different packing algorithms. Design an OpenStack testbed to implement the Bin packing algorithm.   Methods: We use CloudSim simulator to estimate the energy consumption of the First fit, the First fit decreasing, Best fit and Enhanced best-fit algorithms. Design a heuristic model for implementation in the OpenStack environment for optimizing the energy consumption for the physical machines. Server consolidation and live migration are used for the algorithms design in the OpenStack implementation. Our research also extended to the Nova scheduler functionality in an OpenStack environment.   Results: Most of the case the enhanced best-fit algorithm gives the better results. The results are obtained from the default OpenStack VM placement algorithm as well as from the heuristic algorithm developed in this simulation work. The comparison of results indicates that the total energy consumption of the data center is reduced without affecting potential service level agreements.   Conclusions: The research tells that energy consumption of the physical machines can be optimized without compromising the offered service quality. A Python wrapper was developed to implement this model in the OpenStack environment and minimize the energy consumption of the Physical machine by shutdown the unused physical machines. The results indicate that CPU Utilization does not vary much when live migration of the virtual machine is performed.
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Araújo, Mariana de Paiva. "Eu, marca: a construção da identidade virtual e a narrativa instantânea dos 140 caracteres." Universidade Federal de Goiás, 2013. http://repositorio.bc.ufg.br/tede/handle/tede/3186.

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This study aims to understand the process of identity construction in virtual social networking site Twitter. Based on discourse analysis, the research seeks to understand what are the strategies used by social actors in the appropriation of social networking sites as a space for individual representation. At first, we used the netnography, the observations involving participant and nonparticipant alternately, according to the needs encountered throughout the process dissertative. Thereafter began the work of cutting o f the object by selecting the profile to be analyzed from the perspective of the French school of discourse analysis. For it was possible to analyze the building individualized, with no comparison between actors, we sought to further cuts in the third month of the same profile, from January, February and March 2012. The conclusions identify the crossing of this process of individual representation by discursive strategies aimed at the consumer - the transformation of people into subjects consumables. The speech is no longer something natural and happens to be something built in order to make the identity represented there target of interest of other actors in the network. So the identity is established as a virtual node potential to be consumed collectively.
Este trabalho tem por objetivo compreender o processo de construção das identidades virtuais no site de rede social Twitter. Tendo como base de análise o discurso, a pesquisa busca compreender quais são as estratégias utilizadas pelos atores sociais na apropriação dos sites de redes sociais como espaço de representação individual. Em um primeiro momento utilizou-se a netnografia, envolvendo as observações participante e não-participante alternadamente, de acordo com as necessidades encontradas ao longo do processo dissertativo. Posteriormente iniciou-se o trabalho de recorte do objeto, selecionando o perfil a ser analisado sob o olhar da escola francesa de análise de discurso. Paraque fosse possível analisar a construção individual, sem comparações entre atores, buscou-se aprofundar em 3 recortes mensais de um mesmo perfil, no período de janeiro, fevereiro e março de 2012. As conclusões identificam o atravessamento desse processo de representação individual por estratégias discursivas direcionadas ao consumo – a transformação de pessoas em sujeitos consumíveis. O discurso deixa de ser algo natural e passa a ser algo construído com a finalidade de tornar a identidade ali representada alvo de interesse dos demais atores em rede. Portanto a identidade virtual se estabelece como um nó de potencialidades a serem consumidas coletivamente.
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Prado, Luciana Ferreira Serenini. "O que diz o varejo nas redes sociais: visões sobre as linguagens no mundo do consumo virtual." Universidade Federal de Goiás, 2013. http://repositorio.bc.ufg.br/tede/handle/tede/3748.

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Não consta resumo em outro idioma.
Este trabalho tem por objetivo procurar compreender as relações entre a produção de linguagens e mensagens publicitárias divulgadas por empresas do segmento de varejo de eletroeletrônicos e móveis, no processo de procura por capital social frente aos consumidores/fãs/seguidores, inseridos na rede social Facebook. Tendo como base uma pesquisa empírica que em um primeiro momento utilizou-se do monitoramento dos dados e tráfegos de interações entre empresas e consumidores analisados quantitativamente, com o respaldo da ferramenta Scup. Posteriormente iniciou-se o recorte do objeto, selecionando a categoria de mensagens mais compartilhadas pelos seguidores das páginas entre três de junho a primeiro de julho de 2013 como marco para a identificação entre empresa e indivíduo; buscando a partir destas postagens as marcas de um possível discurso publicitário assentado no campo da razão ou da emoção, considerando investigar a hipótese de que as mensagens de maior repercussão e compartilhamento poderiam refletir uma tendência à apropriação de uma fala emocional e humorística, típica das construções das relações entre amigos virtuais e não somente consumidores, como forma de persuasão e representação das marcas de varejo funcionando também como formadoras da cultura do consumo na contemporaneidade. As conclusões apresentam um cenário de ambivalência, de novas propostas de interações que se modulam tanto pela postura de posicionamento das empresas, quanto pela expectativa demonstrada pelos compartilhamentos dos consumidores em obtenção tanto de informação, quanto de entretenimento, perspectivas que o canal de comunicação virtual abre como campo de novas formas de interação e convivência.
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Mazurek, Mike Akama. "Comunicação, consumo de conteúdos violentos e questões éticas na comunidade virtual ''Ilha da macacada''." Escola Superior de Propaganda e Marketing, 2018. http://tede2.espm.br/handle/tede/300.

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Based on the relationship between the fields of communication and consumption, we seek to think about ethical issues in the Facebook group "Ilha da Macacada", which has a total of eight hundred thousand members and dedicated almost exclusively to violent content or actions. Specifically, this dissertation tries to problematize the censorship of the consumption and the reproduction of violent contents in the analyzed group. To develop this research, a virtual ethnography is carried out within the "Island of the Macacada", from which to understand the dynamics of the consumption of violent content and to problematize the ethical issues that permeate the consumption of these contents in SRS like Facebook.
A partir da relação dos campos de comunicação e consumo, buscamos pensar questões em torno da ética no grupo de Facebook “Ilha da Macacada”, que possui um total de oitocentos mil membros e dedicado quase que exclusivamente à conteúdos ou ações violentas. Especificamente, esta dissertação busca problematizar a censura do consumo e a reprodução de conteúdos violentos no grupo analisado. Para desenvolver esta pesquisa realiza uma etnografia virtual dentro do da "ilha da Macacada" a partir da qual buscar compreender a dinâmica existente no consumo de conteúdos violentos e problematizar questões éticas que permeiam o consumo desses conteúdo em SRS como o Facebook.
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31

Gondim, MÃrcio Silva. "Felicidade no CiberespaÃo: Um Estudo com Jovens UsuÃrios de Comunidades Virtuais." Universidade Federal do CearÃ, 2007. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=2461.

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FundaÃÃo Cearense de Apoio ao Desenvolvimento Cientifico e TecnolÃgico
Pode-se observar na Internet o crescimento de diversas redes sociais e de comunidades virtuais, as quais despertam intenso interesse dos (as) jovens. Os sites e serviÃos, antes estÃticos, ganham cada vez mais dinamismo e estÃmulos visuais por meio de imagens, havendo uma Ãnfase a atributos promotores de "felicidade". A presente investigaÃÃo instaura um olhar Ãs implicaÃÃes de ideais de felicidade em jovens usuÃrios de comunidades do serviÃo tecnolÃgico Orkut. Objetiva-se detectar atravÃs de manifestaÃÃes (expressÃes, imagens e comunidades virtuais) a associaÃÃo a atributos promotores de âfelicidadeâ. TambÃm se visa investigar o discurso de jovens usuÃrios (as) desse serviÃo tecnolÃgico, as formas de recepÃÃo desses tipos de comunidades virtuais, interpretando os sentidos auferidos ao uso do Orkut. Busca-se ainda refletir criticamente acerca das novas formas de relaÃÃo do homem com variados signos de consumo e suas repercussÃes enquanto fonte produtora de processos de subjetivaÃÃo. A abordagem qualitativa orienta conceitualmente este estudo, por se tratar de um modo adequado para se compreender o fenÃmeno psicossocial em destaque nesta pesquisa: a relaÃÃo entre o ciberespaÃo e ideais de âfelicidadeâ. Sendo uma investigaÃÃo psicossocial de natureza crÃtica, parte-se epistemologicamente da Teoria CrÃtica por ser uma teoria que tem como uma de suas mais relevantes tarefas uma reflexÃo, com vistas à emancipaÃÃo humana, sobre o imediatismo do presente nos produtos da indÃstria cultural, em busca de seus determinantes histÃricos e culturais. Realizaram-se atividades com um grupo de jovens estudantes de uma escola particular da cidade de Fortaleza (CearÃ) por meio do MÃtodo (Con)texto de Letramentos MÃltiplos, com o objetivo de coletar textos sobre as impressÃes juvenis relativas ao serviÃo Orkut. Na investigaÃÃo empÃrica, destacaram-se as categorias: 1) DiferenciaÃÃo (distinguir-se dos demais, sentindo-se importante atravÃs de expressÃes de elogio de outros); 2) Popularidade (relaciona-se ao ideal de âfamaâ, atrelada ao nÃmero de amigos e fÃs que se possui); 3) Atratividade (relevÃncia a determinados padrÃes de beleza). Atributos psicossociais, tais como a beleza, a diferenciaÃÃo e a visibilidade (compreendidos aqui como ideais de felicidade no ciberespaÃo), sÃo cada vez mais destacados e enfatizados pela IndÃstria Cultural na contemporaneidade. Sendo assim, as identidades dos (as) jovens integrantes das comunidades virtuais aparentaram estar direta ou indiretamente subordinada à apropriaÃÃo desse serviÃo (enquanto um signo de consumo diferenciador), que repercute na vida cotidiana desses indivÃduos e passa a exercer um papel significativo, constituidor de subjetividades. Esta pesquisa finaliza-se com um convite para pensar-se na possibilidade de criarem-se novas prÃticas e aÃÃes propiciadoras de reflexÃes crÃticas e espaÃos experienciais relacionadas ao ciberespaÃo, em um contexto transdisciplinar.
It is possible to observe the increasing of several social nets and virtual communities in the internet, what arouses intense interest of youngsters. Sites and services, which were static, get more and more dynamism and visual stimulus through images, with emphasis in attributes promoters of âhappinessâ. This investigation takes a look at the implications of happiness ideals in young users of communities from the technological service Orkut. We aim to detect through manifestations (expressions, images and virtual communities) the associations with attributes promoters of âhappinessâ. We also objectify to investigate the discourse of young users of this technological service, the ways they receive these kinds of virtual communities, interpreting the senses obtained in the use of Orkut. We also try to reflect critically about the new forms of relationship between men and several consumption signs and their repercussion while a source producer of subjectivation processes. The qualitative approach orientates this study conceptually, as it is the adequate way to understand the psychosocial phenomena which is highlighted in this research: the relation between cyberspace and âhappinessâ ideals. As it is an investigation of critical nature, we start epistemologically from the Critical Theory because it has a theory that has as an one of its more excellent tasks reflection, with sights to the emancipation human being, on the immediate actions of the gift in the products of the cultural industry, in search of its determinative historical and cultural. Activities with a group of young students from a private school in the city of Fortaleza (CearÃ) were carried out using the (Con)text Method of Multiple Literacies, in order to collect texts about juvenile impressions related to the service Orkut. In the empirical investigation the following categories standed out: 1) Differentiation (To be distinct from the others, feeling important through compliment expressions from others); 2) Popularity (it is related to the ideal of âfameâ, concerning the number of friends and fans); 3) Attractivity (relevance to determined beauty patterns). Psychosocial attributes such as beauty, differentiation and visibility (understood here as happiness ideals in the cyberspace), are more and more standed out and emphasized by Cultural Industry in the contemporaneity. This way, the identities of young members of virtual communities seem to be directly or indirectly subordinated to the apropriation of this service (while a differential consumption sign), what repercutes in the daily life of these individuals and starts to play a significative role which constitutes subjectivations. This research is concluded with an invitation to think about the possibility to create new actions and practices that can provide critical reflections and experiential spaces related to cyberspace, in a transdisciplinary context.
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32

Thompson, Paul. "An examination of the physical and temporal parameters of post-physical printmaking practice : exploring new modes of collaboration, distribution and consumption resulting from digital processes and networked participation." Thesis, Robert Gordon University, 2014. http://hdl.handle.net/10059/999.

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This research was initiated by questions raised from the researcher’s professional activities in fine art printmaking and examines, through contextualised artistic practice and critical enquiry, redefinitions in the physical and temporal parameters of digitally mediated fine art printmaking caused by developments in digital media; specifically the impact of digital culture, Web2.0, social networking, augmented and virtual reality. Grounded on critical contextual review the research explores, through contextualised research probes, the notion of post-physical practice and the impact of new modes of collaboration, distribution and consumption on contemporary printmaking. It includes the findings of an international, digitally mediated, participatory and collaborative exchange survey of contemporary digital print, developed through direct enquiry using social media as a research tool. Philosophical questions about the impact of eculture, post-physical working and new modes of print-based artistic practice were examined, as well as the indexicality of the print itself in augmented and virtual contexts. The research employs dynamic triangulation between critical contextual review and direct qualitative and practice-based research; to develop a taxonomy framing the contextual precedents of digital printmaking, pinpointing key markers of transition between traditional and new printmaking. It uses post-studio methods and explores the conception, production, editioning, collection and ownership of print in an increasingly networked digital age, providing proof of concept and exploring virtual immersive surfaces in printmaking. These lead to the development of new models for a second generation of printmaking practice or Printmaking2.0 expressly founded in post-physical practice in a poststudio context and embracing the lingua franca of contemporary digital practice in the production of born digital virtually imprinted forms. In both, the technical practice of post-physical printmaking and the significant artistic implications resulting from the cultural shifts following digital participation and post-physical embodiment.
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33

Ryan, Tim. "In Harmony : Virtual Power Plants: Predicting, Optimising and Leveraging Residential Electrical Flexibility for Local and Global Benefit." Thesis, KTH, Energiteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285482.

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Electrical demand flexibility is a key component to enabling a low cost, low carbon grid. In this study, residential electricity demand and flexibility is explored from the lens of a virtual power plant operator. Individual and aggregate asset consumption is analysed using a pool of >10,000 household assets over 6 years. Key safety, comfort and availability limitations are identified per asset type. Pool flexibility is analysed using a combination of past data and principled calculations, with flexibility quantified for different products and methods of control. A machine learning model is built for a small pool of 200 assets, predicting consumption 24 hours in advance. Calculated flexibility and asset limitations are then used within an optimisation model, leveraging flexibility and combining the value of self consumption and day ahead price optimisation for a residential home.
Flexibilitet i efterfrågan av elektricitet är essentiellt för att möjliggöra ett elnät med låga kostnader och utsläpp. I denna studie undersöks elanvändning av en bostad samt flexibilitet i perspektiv från en virtuell kraftverksoperatör. Individuell och sammanlagd konsumtion analyseras genom tillgång av data från >10 000 bostäder över 6 år. Begränsningar av säkerhet, komfort och tillgänglighet identifieras per tillgångstyp. Sammanlagda flexibiliteten analyseras genom en kombination av tidigare data och principiella beräkningar, med flexibilitet kvantifierad för diverse produkter och kontrollmetoder. En modell för maskininlärning utvecklades för 200 bostäder och förutser konsumtion 24 timmar i förväg. Den beräknade flexibiliteten och tillgångsbegränsningar används sedan i en optimeringsmodell som utnyttjar flexibilitet och kombinerar värdet av självkonsumtion och optimerat pris för nästkommande dag för ett bostadshus.
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34

Pickering, Ethan M. "EDIFES 0.4: Scalable Data Analytics for Commercial Building Virtual Energy Audits." Case Western Reserve University School of Graduate Studies / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=case1467986734.

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35

Hinz, Mauro. "Virtual power: um modelo de custo baseado no consumo de energia do processador por máquina virtual em nuvens IaaS." Universidade do Estado de Santa Catarina, 2015. http://tede.udesc.br/handle/handle/2051.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
The outsourcing of computing services has been through constant evolutions in the past years, due to the increase of demand for computing resources. Accordingly, data centers are the main suppliers of computing service and cloud-based computing services provide a new paradigm for the offer and consumption of these computing resources. A substantial motivator for using cloud computing is its pricing model, which enables to charge the customer only for the resources he used, thus adopting a pay-as-you-use cost model. Among cloud-based computing services, the service type Infrastructure-as-a-Service (IaaS) is the one mostly used by companies that would like to outsource their computing infrastructure. The IaaS service, in most cases, is offered through virtual machines. This paper revisits the cost models used by data centers and analyses the costs of supply of virtual machines based on IaaS. This analysis identifies that electricity represents a considerable portion of this cost and that much of the consumption comes from the use of processors in virtual machines, and that this aspect is not considered in the identified cost models. This paper describes the Virtual Power Model, a cost model based on energy consumption of the processor in cloud-based, virtual machines in IaaS. The model is based on the assumptions of energy consumption vs. processing load, among others, which are proven through experiments in a test environment of a small data center. As a result, the Virtual Power Model proves itself as a fairer pricing model for the consumed resources than the identified models. Finally, a case study is performed to compare the costs charged to a client using the cost model of Amazon for the AWS EC2 service and the same service charged using the Virtual Power Model.
A terceirização dos serviços de computação tem passado por evoluções constantes nos últimos anos em função do contínuo aumento na demanda por recursos computacionais. Neste sentido, os data centers são os principais fornecedores de serviço de computação e os serviços de computação em nuvem proporcionam um novo paradigma na oferta e consumo desses recursos computacionais. Um considerável motivador do uso das nuvens computacionais é o seu modelo de tarifação que possibilita a cobrança do cliente somente dos recursos que ele utilizou, adotando um modelo de custo do tipo pay-as-you-use. Dentre os serviços de computação em nuvem, o serviço do tipo IaaS (Infrastructure-as-a-Service) é um dos mais utilizados por empresas que desejam terceirizar a sua infraestrutura computacional. O serviço de IaaS, na grande maioria dos casos, é ofertado através de instâncias de máquinas virtuais. O presente trabalho revisita os modelos de custos empregados em data centers analisando a formação dos custos no fornecimento de máquina virtuais em nuvens baseadas em IaaS. Com base nesta análise identificasse que a energia elétrica possui uma parcela considerável deste custo e que boa parte deste consumo é proveniente do uso de processadores pelas máquinas virtuais, e que esse aspecto não é considerado nos modelos de custos identificados. Este trabalho descreve o Modelo Virtual Power, um modelo de custo baseado no consumo de energia do processador por máquina virtual em nuvens IaaS. A constituição do modelo está baseada nas premissas de consumo de energia vs. carga de processamento, entre outros, que são comprovados através de experimentação em um ambiente de testes em um data center de pequeno porte. Como resultado o Modelo Virtual Power mostra-se mais justo na precificação dos recursos consumidos do que os modelos identificados. Por fim, é realizado um estudo de caso comparando os custos tarifado a um cliente empregando o modelo de custo da Amazon no serviço AWS EC2 e o mesmo serviço tarifado utilizando o Modelo Virtual Power.
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36

Costa, Williana de Souza. ""Quem te indicou?" os ambientes sociais virtuais e o comportamento de consumo os homens." Universidade Federal da Paraíba, 2015. http://tede.biblioteca.ufpb.br:8080/handle/tede/7944.

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The virtual social environments, in particular their media, quickly became social areas on the Internet used quite often by its users, serving not only as major search channels of information but also online sites to interact with persons, contributing to the development of opinions about a certain issue under the influence of various external aspects contained in these spaces. This brings to the consumption a new way of figuring out how consumers take their final decisions. Thus, the main objective of this research was to analyze the extrinsic influences (also considered social) in the consumption held by men in the virtual social media. So it was traced a methodological way to accomplish the goal, setting this research to qualitative exploratory/descriptive procedure, developed in two concurrent stages: interviews and focus group online, conducted with male users of virtual social media. Such collection technique data were triangulated and analyzed using content analysis technique, aided by NVivo software. The results showed that, between the five categories of social influences studied (family, reference groups, social class, culture and subculture), the most influential on consumption are the reference groups, culture and subculture. By this analysis, it was drawn up a male consumer profile as active agent in the purchase decision process in virtual environments, mainly by their interactions in social media to which they belong. The findings show men as well-informed consumers, financial controllers, who do not see social media as buying spaces, but admit their persuasive power at the time of choice.
Os ambientes sociais virtuais, em especial suas mídias, tornaram-se rapidamente espaços de sociabilidade na internet utilizados com bastante frequência por seus usuários, servindo, para além da interação, como principais canais de busca de informação, contribuindo para o desenvolvimento de opiniões a respeito de determinado feito por influência de diversos aspectos externos constantes nestes espaços. Isto traz para o consumo, nesse meio, um novo campo de investigação sobre a forma como os consumidores tomam suas decisões finais. Diante disso, o objetivo principal desta pesquisa foi o de analisar cinco categorias de influências extrínsecas (consideradas também sociais) no consumo realizado por homens pelas mídias sociais virtuais. Para isso, foi traçado um caminho metodológico para alcançar o objetivo, configurando esta pesquisa para natureza qualitativa de tipo exploratória, desenvolvidas em duas etapas concomitantes: entrevistas e focus group online, realizadas com homens consumidores usuários de mídias sociais virtuais. Tais métodos de coleta de dados foram triangulados e analisados por meio do método de análise de conteúdo, auxiliado pelo software NVivo. Os resultados evidenciaram que, dentre as cinco categorias de influências sociais estudadas (família, grupos de referências, classe social, cultura e subcultura), as que mais impactam no consumo são as de grupos de referências, cultura e subcultura. Por esta análise, traçou-se um perfil do consumidor homem enquanto agente ativo no processo de decisão de compra nos ambientes virtuais, principalmente por suas interações nas mídias sociais de que faz parte. As descobertas apresentam os homens como consumidores bem informados, controlados financeiramente, que não veem as mídias sociais como espaços de compra, mas admitem sua força de persuasão no momento de escolha.
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37

Penumetsa, Swetha. "A comparison of energy efficient adaptation algorithms in cloud data centers." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17374.

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Context: In recent years, Cloud computing has gained a wide range of attention in both industry and academics as Cloud services offer pay-per-use model, due to increase in need of factors like reliability and computing results with immense growth in Cloud-based companies along with a continuous expansion of their scale. However, the rise in Cloud computing users can cause a negative impact on energy consumption in the Cloud data centers as they consume huge amount of overall energy. In order to minimize the energy consumption in virtual datacenters, researchers proposed various energy efficient resources management strategies. Virtual Machine dynamic Consolidation is one of the prominent technique and an active research area in recent time, used to improve resource utilization and minimize the electric power consumption of a data center. This technique monitors the data centers utilization, identify overloaded, and underloaded hosts then migrate few/all Virtual Machines (VMs) to other suitable hosts using Virtual Machine selection and Virtual Machine placement, and switch underloaded hosts to sleep mode.   Objectives: Objective of this study is to define and implement new energy-aware heuristic algorithms to save energy consumption in Cloud data centers and show the best-resulted algorithm then compare performances of proposed heuristic algorithms with old heuristics.   Methods: Initially, a literature review is conducted to identify and obtain knowledge about the adaptive heuristic algorithms proposed previously for energy-aware VM Consolidation, and find the metrics to measure the performance of heuristic algorithms. Based on this knowledge, for our thesis we have proposed 32 combinations of novel adaptive heuristics for host overload detection (8) and VM selection algorithms (4), one host underload detection and two adaptive heuristic for VM placement algorithms which helps in minimizing both energy consumption and reducing overall Service Level Agreement (SLA) violation of Cloud data center. Further, an experiment is conducted to measure the performances of all proposed heuristic algorithms. We have used the CloudSim simulation toolkit for the modeling, simulation, and implementation of proposed heuristics. We have evaluated the proposed algorithms using PlanetLab VMs real workload traces.   Results: The results were measured using metrics energy consumption of data center (power model), Performance Degradation due to Migration (PDM), Service Level Agreement violation Time per Active Host (SLATAH), Service Level Agreement Violation (SLAV = PDM . SLATAH) and, Energy consumption and Service level agreement Violation (ESV).  Here for all four categories of VM Consolidation, we have compared the performances of proposed heuristics with each other and presented the best heuristic algorithm proposed in each category. We have also compared the performances of proposed heuristic algorithms with existing heuristics which are identified in the literature and presented the number of newly proposed algorithms work efficiently than existing algorithms. This comparative analysis is done using T-test and Cohen's d effect size.   From the comparison results of all proposed algorithms, we have concluded that Mean absolute Deviation around median (MADmedain) host overload detection algorithm equipped with Maximum requested RAM VM selection (MaxR) using Modified First Fit Decreasing VM placement (MFFD), and Standard Deviation (STD) host overload detection algorithm equipped with Maximum requested RAM VM selection (MaxR) using Modified Last Fit decreasing VM placement (MLFD) respectively performed better than other 31 combinations of proposed overload detection and VM selection heuristic algorithms, with regards to Energy consumption and Service level agreement Violation (ESV). However, from the comparative study between existing and proposed algorithms, 23 and 21 combinations of proposed host overload detection and VM selection algorithms using MFFD and MLFD VM placements respectively performed efficiently compared to existing (baseline) heuristic algorithms considered for this study.   Conclusions: This thesis presents novel proposed heuristic algorithms that are useful for minimization of both energy consumption and Service Level Agreement Violation in virtual datacenters. It presents new 23 combinations of proposed host overloading detection and VM selection algorithms using MFFD VM placement and 21 combinations of proposed host overloading detection and VM selection algorithms using MLFD VM placement, which consumes the minimum amount of energy with minimal SLA violation compared to the existing algorithms. It gives scope for future researchers related to improving resource utilization and minimizing the electric power consumption of a data center. This study can be extended in further by implementing the work on other Cloud software platforms and developing much more efficient algorithms for all four categories of VM consolidation.
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Sousa, Julio Cesar Silva de. "Jogos de realidade virtual em indivíduos pós-acidente vascular cerebral: respostas fisiológicas agudas e sua reprodutibilidade." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/39/39135/tde-13072017-100150/.

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Os jogos de realidade virtual (JRV) são utilizados como estratégia complementar de reabilitação motora em indivíduos pós-acidente vascular cerebral (AVC). Porém, o impacto cardiovascular e metabólico desses jogos foi pouco investigado, o que é essencial para uma reabilitação completa. Com esse intuito, este estudo avaliou as respostas de frequência cardíaca (FC) e consumo de oxigênio (VO2) durante os JRV, comparando-as ao limiar anaeróbio (Lan) e ao ponto de compensação respiratória (PCR) e calculando o gasto energético (GE). Além disso, investigou-se as respostas da FC, pressão arterial (PA) e duplo produto (DP) no período pós-JRV e a reprodutibilidade de todas as respostas aos JRV. Para tanto, 12 indivíduos (84% homens, 56±12 anos) em fase crônica após um único AVC participaram, em ordem aleatória, de três sessões experimentais, sendo duas delas de JRV e uma controle. Nas sessões de JRV, os indivíduos foram submetidos a 4 blocos de jogos intercalados por 2 min de pausa; cada bloco foi composto por 3 min do jogo Tênis de Mesa, seguidos de 1 min de pausa e 4 min do jogo Boxe (Xbox360+Kinect). Na sessão controle, os indivíduos assistiram a um filme sentados por 38 min. A FC e o VO2 foram continuamente medidos durante as sessões, e a PA e FC foram medidas antes e aos 15 e 30 min após as intervenções. O GE foi calculado a partir do VO2. As respostas de FC e VO2 nos JRV tiveram boa reprodutibilidade (coeficiente de correlação intraclasse > 0,75 e baixo erro médio da medida). Os valores de FC medidos durante os JRV foram semelhantes ao Lan e significantemente inferiores ao PCR, com mais de 50% dos indivíduos apresentando FC abaixo do Lan em todos os JRV. O VO2 medido durante os JRV foi significantemente menor que o Lan e o PCR, com mais de 75% dos indivíduos com VO2 abaixo do Lan em todos os jogos. O GE médio da sessão de JRV foi de ? 4,6±0,1 kcal/min, totalizando 169±11 kcal. Após a sessão de JRV, a PA não se modificou, a FC e o DP permaneceram aumentados por 30 min. Conclui-se que, em indivíduos pós-AVC, a sessão de JRV proposta promoveu respostas fisiológicas reprodutíveis, que corresponderam a uma intensidade próxima e abaixo do Lan, gerando um GE médio de cerca de 4 kcal/min (3 METS) e mantendo o trabalho cardíaco aumentado por até 30 min após a sessão
Virtual reality games (VRG) has been used as a complementary strategy for motor rehabilitation in stroke survivors. However, the cardiovascular and metabolic impacts produced by these games has been poorly investigated, which is important for a complete rehabilitation. To investigate this impact, this study evaluated heart rate (HR) and oxygen consumption (VO2) responses during VRG, comparing these responses with anaerobic threshold (AT) and respiratory compensation point (RCP), and calculating the energy expenditure (EE). Furthermore, the responses of HR, blood pressure (BP) and rate pressure product (RPP) after the VRG session as well as the reproducibility of all the responses to VRG were evaluated. For that, 12 chronic post-stroke patients (84% men, 56±12 years) underwent, in random order, 3 experimental sessions: two composed by VRG and one control session. The VRG sessions were composed by 4 blocks of games interpolated by 2 min of rest, and each block was composed by 3 min of the table tennis game followed by 1 min of rest and 4 min of the boxing game (Xbox360+Kinect). In the control session, the subjects watched a film in the seating position for 38 min. HR and VO2 were continuously measured during the sessions, and HR and BP were also measured before and at 15 and 30 min after the interventions. EE was calculated from VO2. HR and VO2 responses to VRG showed good reproducibility (intraclass correlation index > 75% and low standard error of measurement). HR measured during the VRG was similar to AT and significantly lower than RCP, with more than 50% of the subjects presenting HR below AT in all the games. VO2 measured during the VRG was significantly lower than AT and RCP, with more than 75% of the subjects presenting VO2 below AT in all the games. VRG EE was ?4.6±0.1 kcal/min, totalizing 169±11 kcal. After the VRG session, BP did not change, while HR and RPP remained significantly increased up to 30 min. In conclusion, in post-stroke survivors, the proposed VRG session produced physiological responses that have good reproducibility and corresponded to an intensity near to and below the AT, generating a mean EE of 4 kcal/min (3 METs), and maintaining cardiac work elevated for at least 30 min after its end
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39

Melo, Sharine Machado Cabral. "Consumidores em rede: comunidades de marcas e culturas do consumo na sociedade contemporânea." Pontifícia Universidade Católica de São Paulo, 2010. https://tede2.pucsp.br/handle/handle/5288.

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This paper intent to present how virtual communities formed from brands alter consumer relations and how social networks are also affected by the culture of them. While most companies seek to build the brand image of products and services through strategies still very much rooted in widespread official communication from one to many others - as proposed by Aaker from the concept of brand equity - mainly the brand has built relationships with their customers, the way it interacts with products and with other brands, giving new semantics to official messages. As Martin-Barbero would say, if culture spreads all aspects of contemporary society, the brand can be seen as culture, as advocated by Ricardo Guimaraes in his articles on branding, because it encompasses habits, rites and the perception of products image and services. Assuming also that point of view, Everardo Rocha defines consumption as a social act, as it acquires meaning only in the processes of symbolic exchange. As a social act, consumer relations are affected by changes in the concept of community that in digital culture becomes more related to networks of contacts than geographical location, according to Barry Wellman. Formed around common interests, many of these communities have been focused on these brands. In The Cluetrain Manifesto, Christopher Locke argues that markets work as "conversations" and studies suggest that communication between consumers on the Internet strongly influence the image of brands, buying behavior, and therefore, consumer relations. This unofficial communication, performed by virtual communities and networks, has been implicated in the literature on the subject, as more and more significant over the officially established communication between the company and the market, which is the focus of this paper.The methodology, therefore, was based on literature research, and visiting the sites of virtual communities and consulting both qualitative and quantitative research on the internet´s profile users and access to digital media. It has tried to point the way to the study of contemporary culture, which are parts of the consumer relations
Esta dissertação procura mostrar de que maneira as comunidades virtuais formadas a partir das marcas alteram as relações de consumo e como as redes sociais são também afetadas pela cultura das marcas. Embora a maior parte das empresas busque construir a imagem de marcas de produtos e serviços por meio de estratégias ainda muito ancoradas na comunicação oficialmente difundida de um para muitos como proposto por Aaker a partir do conceito de brand equity , a marca é construída principalmente nas relações com seus consumidores, na maneira como eles interagem com os produtos e com as próprias marcas, ressemantizando as mensagens oficiais. Se, como afirma Martin-Barbero, a cultura se espalha por todos os aspectos da sociedade contemporânea, as marcas podem ser entendidas como cultura, assim como defendido por Ricardo Guimarães em seus artigos sobre branding, porque englobam hábitos, ritos e percepções a respeito da imagem de produtos e serviços. Partindo também desse ponto de vista, Everardo Rocha define o consumo como um ato social, uma vez que ele adquire significado somente nos processos de troca simbólica. Sendo um ato social, as relações de consumo são afetadas pelas alterações no conceito de comunidade que, de acordo com Barry Wellman, na cultura digital, passa a ser mais relacionada às redes de contato do que à localização geográfica. Formadas em torno de interesses comuns, muitas dessas comunidades têm como foco as marcas. No Manifesto da Economia Digital, Christopher Locke afirma que mercados são como conversas e estudos sugerem que a comunicação entre os consumidores na internet influencia profundamente a imagem das marcas, o comportamento de compra e, portanto, as relações de consumo. Essa comunicação não oficial, realizada por meio de comunidades e redes virtuais, tem sido apontada, na bibliografia sobre o assunto, como cada vez mais significativa em detrimento da comunicação oficialmente estabelecida entre a empresa e o mercado, sendo este o foco deste trabalho. A metodologia utilizada foi, então, pesquisa bibliográfica, além da visita a sites de comunidades virtuais e consulta a pesquisas qualitativas e quantitativas já realizadas sobre o perfil de usuários de internet e sobre o acesso às mídias digitais. Com isso, procurou-se apontar caminhos para o estudo de parte da cultura contemporânea, da qual são integrantes as relações de consumo
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Rubil, Dijana, and Caroline Schöld. "The influence of and interaction between socialization agents in the child-consumers purchasing process." Thesis, Jönköping University, JIBS, EMM (Entrepreneurship, Marketing, Management), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-13096.

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In several years researchers have focused on identifying different socialization agents that influence the child consumer in the purchasing process. These studies have identified parents, friends and peers, television, role models, and different virtual communities as socialization agents. However, there is still no understanding of how the socialization agents are integrated in the decision-making process.

The purpose is therefore to identify how the child-consumers are influenced by different sources in their decision-making process, and recognise the socialization agents’ interaction as influencers.

The authors have found that there is a continuous interaction between the socialization agents in the decision-making process. The socialization agents, such as parents, siblings, friends and peers, television, role models and virtual communities, separately influence the adolescents in the purchasing process, however, the adolescents do not only take into consideration the opinion of one socialization agent but rather they use all of them. The authors have also found that the socialization agents act as support systems to other socialization agents, this in both influence and credibility.

 

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Amirkhani, Mehdi. "Innovative integrated window design with electric lighting design system to reduce lighting intervention in office buildings." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/119248/1/Mehdi_Amirkhani_Thesis.pdf.

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A high luminance contrast between windows and surrounding surfaces can increase the risk of discomfort glare, which can diminish office workers' satisfaction and productivity. This research explores how increasing the luminance of areas surrounding the window using an innovative electric wall-washing system could improve subjective scores for the window appearance, as well as reducing energy bills in office rooms with different window-to-exterior-wall ratios. This study demonstrate that the proposed electric wall-washing system with low power level does efficiently improve window appearance, as well as mitigating problematic interventions in lighting conditions that lead to increased energy consumption in buildings.
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Caeiro, André Miguel Jorge. "Perspetivas de difusão do comércio eletrónico." Master's thesis, Instituto Superior de Economia e Gestão, 2019. http://hdl.handle.net/10400.5/19787.

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Mestrado em Gestão de Sistemas de Informação
O aparecimento do canal virtual permitiu a aquisição de produtos sem ser necessário contato físico com o vendedor. Este novo modelo de consumo tem vindo a crescer consideravelmente ao longo dos anos, crescimento esse que tende a continuar e que vem levantar grandes questões sobre o que poderá acontecer no futuro. Na compreensão do impacto do comércio eletrónico, delineei como objetivos a averiguação das maiores forças e fraquezas do mesmo, procurando entender os hábitos de consumo das pessoas, até mesmo daquelas que não compram online, mas que são influenciadas através das informações fornecidas pelas plataformas de venda. Para a concretização do estudo foi efetuada a análise das respostas a um questionário eletrónico, realizada através de software SPSS. Observou-se que o comércio eletrónico vem aumentar a perceção dos consumidores sobre os produtos presentes no mercado, aumentando as suas opções de compra pela acessibilidade dos produtos, fornecendo informações úteis sobre os mesmos. As escolhas do consumidor dependem do que lhes traz um maior benefício, entre comprar de uma forma mais cómoda, a um preço mais baixo ou de uma forma que percecionam como mais segura.
The arising of the virtual channel allowed the purchase of products without the need for physical contact with the seller. This new consumption model has grown considerably over the years, a growth that tends to continue and which raises major questions about what might happen in the future. In understanding the impact of e-commerce, I have outlined as objectives an investigation of its strengths and weaknesses, seeking to understand people's consumption habits, even of those who do not buy online, but who are influenced through information provided by sales platforms. For the completion of the study, the analysis of the responses to an electronic questionnaire was performed using SPSS software. E-commerce has been found to increase consumer perceptions of products on the market, increasing their buying options because of the higher accessibility and providing useful information about them. Consumers' choices will depend on what brings them the most benefit, whether buying more comfortably, at a lower price or in the way that they perceive as safer.
info:eu-repo/semantics/publishedVersion
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Castañeda, Alanya Elmer Alfonso. "Diseño de una infraestructura centralizada de servidores virtuales en el centro de datos de una empresa pesquera." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656273.

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El presente trabajo de tesis se ha orientado al desarrollo de un estudio encaminado a diseñar un sistema que permita centralizar servidores a través de una plataforma virtual, con el objeto de ofrecer soporte a servicios y aplicaciones fundamentales dentro de una empresa determinada. En el capítulo I, se incluye la entidad objeto de estudio a la cual será destinado el proyecto. Igualmente, se describirá el entorno organizacional de dicha empresa. Posteriormente, se identifica la problemática existente, se define el objetivo general y los específicos, finalizando con la justificación en el diseño del presente proyecto. Respecto al siguiente apartado, se presenta el capítulo II, en el cual se despliega un marco teórico que incluye la data obtenida con relación a la teoría fundamental y requerida para apoyar la realización del presente proyecto. En relación con el capítulo III, constituye un apartado del proyecto en el que se sustenta la problemática evidenciada en el capítulo I, mediante información precisa y necesaria para el estudio de su trascendencia, incluyendo la caracterización y justificación de las exigencias del proyecto. El capítulo IV aborda las características esenciales del propio diseño que se plantea para solucionar el problema existente, mediante la creación de una plataforma de virtualización de los servidores. Finalmente, se muestran los resultados, así como también las validaciones del proyecto, que permiten comprobar el alcance de los objetivos propuestos en función de los indicadores que determinan el resultado esperado.
The present thesis work has been oriented to the development of a study aimed at designing a system that allows to centralize servers through a virtual platform, in order to offer support to fundamental services and applications within a given company. Chapter I includes the entity under study to which the project will be assigned. Likewise, the organizational environment of said company will be described. Subsequently, the existing problem is identified, the general and specific objectives are defined, ending with the justification in the design of this project. Regarding the following section, chapter II is presented, in which a theoretical framework is displayed that includes the data obtained in relation to the fundamental theory and required to support the realization of this project. In relation to chapter III, it constitutes a section of the project in which the problems evidenced in chapter I is based, through precise and necessary information for the study of its significance, including the characterization and justification of the project's requirements. Chapter IV addresses the essential characteristics of the design itself that arises to solve the existing problem, through the creation of a server virtualization platform. Finally, the results are shown, as well as the validations of the project, which allow verifying the scope of the proposed objectives based on the indicators that determine the expected result.
Tesis
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Dandachi, Ghina. "Multihoming in heterogeneous wireless networks." Thesis, Evry, Institut national des télécommunications, 2017. http://www.theses.fr/2017TELE0014/document.

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Les réseaux mobiles de la cinquième génération (5G) sont conçus pour introduire de nouveaux services nécessitant des débits de données extrêmement hauts et une faible latence. 5G sera un changement de paradigme qui comprend des réseaux hétérogènes densifiés, des réseaux d'accès radio virtualisés, des fréquences porteuses à ondes millimétrées et des densités de périphériques très élevées. Cependant, contrairement aux générations précédentes, 5G sera un réseau holistique, intégrant n'importe quelle nouvelle technologie radio avec les technologies LTE et WiFi existant. Dans ce contexte, on se concentre sur de nouvelles stratégies d'allocation de ressources capables de bénéficier du multihoming dans le cas d'accès double au réseau. On modélise ces algorithmes au niveau du flux et analyse leurs performances en termes de débit, de stabilité du système et d'équité entre différentes catégories d'utilisateurs. On se concentre tout d'abord sur le multihoming dans les réseaux hétérogènes LTE/WiFi. On considère les allocations centrées sur le réseau où un planificateur central effectue des allocations d'équité proportionnelle (PF) locale et globale pour différentes classes d'utilisateurs, utilisateurs individuels (single-homed) et multi-domiciliés (multihomed). Par rapport à un modèle de référence sans multihoming, on montre que les deux stratégies améliorent la performance et la stabilité du système, au détriment d'une plus grande complexité pour la stratégie PF globale. On étudie également les stratégies d'allocation centrées sur l'utilisateur, dans lesquelles les utilisateurs multihomed décident la partition de la demande d'un fichier en utilisant soit la maximisation du débit crête, soit la stratégie assistée par réseau. On montre que cette dernière stratégie maximise le débit moyen dans l'ensemble du réseau. On montre également que les stratégies centrées sur le réseau permettent d'obtenir des débits de données plus élevés que ceux centrés sur l'utilisateur. Ensuite, on se concentre sur les réseaux d'accès radio virtuels (V-RAN) et en particulier sur l'allocation de multi-ressources. On étudie la faisabilité de la virtualisation sans diminuer ni la performance des utilisateurs, ni la stabilité du système. On considère un réseau hétérogène 5G composé de cellules LTE et mm-wave afin d'étudier comment les réseaux hauts fréquence peuvent augmenter la capacité du système. On montre que la virtualisation du réseau est réalisable sans perte de performance lors de l'utilisation de la stratégie « dominant resource fairness » (DRF). On propose une stratégie d'allocation en deux phases (TPA) qui montre un indice d'équité plus élevé que DRF et une stabilité du système plus élevée que PF. On montre également des gains importants apportés par l'adoption des fréquences mm-wave au lieu de WiFi. Finalement, on considère l'efficacité énergétique et compare les stratégies DRF et TPA avec une stratégie éconergétique basée sur l'algorithme de Dinklebach. Les résultats montrent que la stratégie éconergétique dépasse légèrement DRF et TPA à charge faible ou moyenne en termes de débit moyen plus élevé avec une consommation d'énergie comparable, alors qu'elle les surpasse à une charge élevée en termes de consommation d'énergie moins élevée. Dans ce cas de charge élevée, DRF surpasse TPA et la stratégie éconergétique en termes de débit moyen. En ce qui concerne l'indice d'équité de Jain, TPA réalise l'indice d'équité le plus élevé parmi d'autres stratégies
Fifth generation mobile networks (5G) are being designed to introduce new services that require extreme broadband data rates and utlra-reliable latency. 5G will be a paradigm shift that includes heterogeneous networks with densification, virtualized radio access networks, mm-wave carrier frequencies, and very high device densities. However, unlike the previous generations, it will be a holistic network, tying any new 5G air interface and spectrum with the currently existing LTE and WiFi. In this context, we focus on new resource allocation strategies that are able to take advantage of multihoming in dual access settings. We model such algorithms at the flow level and analyze their performance in terms of flow throughput, system stability and fairness between different classes of users. We first focus on multihoming in LTE/WiFi heterogeneous networks. We consider network centric allocations where a central scheduler performs local and global proportional fairness (PF) allocations for different classes of users, single-homed and multihomed users. By comparison with a reference model without multihoming, we show that both strategies improve system performance and stability, at the expense of more complexity for the global PF. We also investigate user centric allocation strategies where multihomed users decide the split of a file using either peak rate maximization or network assisted strategy. We show that the latter strategy maximizes the average throughput in the whole network. We also show that network centric strategies achieve higher data rates than the user centric ones. Then, we focus on Virtual Radio Access Networks (V-RAN) and particularly on multi-resource allocation therein. We investigate the feasibility of virtualization without decreasing neither users performance, nor system's stability. We consider a 5G heterogeneous network composed of LTE and mm-wave cells in order to study how high frequency networks can increase system's capacity. We show that network virtualization is feasible without performance loss when using the dominant resource fairness strategy (DRF). We propose a two-phase allocation (TPA) strategy which achieves a higher fairness index than DRF and a higher system stability than PF. We also show significant gains brought by mm-wave instead of WiFi. Eventually, we consider energy efficiency and compare DRF and TPA strategies with a Dinklebach based energy efficient strategy. Our results show that the energy efficient strategy slightly outperforms DRF and TPA at low to medium load in terms of higher average throughput with comparable power consumption, while it outperforms them at high load in terms of power consumption. In this case of high load, DRF outperforms TPA and the energy efficient strategy in terms of average throughput. As for Jain's fairness index, TPA achieves the highest one
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Hallin, Douglas, and William Portin. "Pay to win : En studie om mikrotransaktioners förändring av upplevelsen i onlinespel." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446332.

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Spel är en av de största underhållningsbranscherna, vilket ger utvecklare möjlighet till stor lönsamhet. Syftet med denna studie är att identifiera faktorerna för varför spelare känner behov avatt göra köp av virtuella produkter i onlinespel och hur det kommer att påverka spelupplevelsen.Detta hjälper spelutvecklare att skapa en bättre affärsmodell med mer optimerade produktergenom att ge spelarna vad de önskar. Denna studie kommer att använda en kvalitativ forskningsdesign eftersom det gör det lättare att ta del av olika spelares åsikter. Resultatet från studien visar att emotionella och funktionella faktorer har störst inverkan på beslut att köpa virtuella produkter i onlinespel, och att spelupplevelsen gynnas så länge inte produkter påverkadespelmekanismer.
Games are one of the biggest entertainment industries, which provides an opportunity for developers to generate a lot of money. The aim for this study is to identify the factors why playersfeel the need to make in-game purchases of virtual products in online games and how this willaffect the gaming experience. This will help game developers create a better business modelwith more optimized products by giving players what they desire. This study will be using aqualitative research design since it will make it easier to take part in different players' opinions.The results from the study show that emotional and functional factors have the greatest impacton decisions to buy virtual products in online games, and that the gaming experience benefitsas long as products do not affect gaming mechanisms.
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Cavalcante, JoÃo Paulo Braga. "ConexÃes entre o Mundo On-line e a "Vida Off-Line": Otakus e Cultura de Consumo na Era da Internet." Universidade Federal do CearÃ, 2008. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=4788.

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FundaÃÃo de Amparo à Pesquisa do Estado do CearÃ
Esta pesquisa teve como meta analisar questÃes relacionadas a mudanÃas na cultura de consumo contemporÃnea decorrentes da interaÃÃo entre agentes sociais e novas mÃdias eletrÃnicas nos moldes da World Wide Web Tal interaÃÃo resultou na crescente autonomia do agente perante os emissores oficiais de produtos e informaÃÃo Constatou-se que redes de consumidores organizadas em subculturas tÃm criado canais nÃo oficiais de compartilhamento de mensagens burlando barreiras legais e territoriais Este fenÃmeno foi observado na subcultura de consumo conhecida como otaku de origem japonesa O termo designa indivÃduos aficionados em animes e mangÃs animaÃÃes e quadrinhos japoneses respectivamente O otakismo à um movimento inerente a globalizaÃÃo cultural e retrata uma forte ligaÃÃo das novas tecnologias digitais com uma juventude pÃs-dÃcada de 1980 mais individualista e mais independe dos meios de comunicaÃÃes oficiais O crescimento do otakismo pÃde ser observado na cidade de Fortaleza onde ocorre todos os anos uma das maiores convenÃÃes de animes do Brasil a Super Amostra Nacional de Animes (SANA) com um nÃmero cada vez maior de freqÃentadores Os mÃtodos de anÃlise foram qualitativos e quantitativos com enquete exploratÃria na ocasiÃo da SANA entrevistas nÃo-estruturadas e etnografia em ambientes virtuais direcionada para a descoberta da natureza das relaÃÃes sociais nestas novas mÃdias multidirecionais (todos os envolvidos sÃo emissores receptores e produtores ao mesmo tempo) Concluiu-se que a subcultura otaku vem adaptando as novas tecnologias digitais particularmente a Internet para seus propÃsitos de consumo e para a ampliaÃÃo das possibilidades de relacionamento interpessoal
This research aimed to analyze the subjects related to social changes in the contemporary consumption culture due to interaction between social players and new electronic medias according to World Wide Web This interaction comes from the social playerâs growing autonomy against the authorized issuer of product and information Iâve founded that consumer networks structured by subcultures have created unauthorized channels of sharing of messages circumventing the law This phenomenon was observed in a consumption subculture known as otaku whose origin is Japanese This term means an enthusiast of Japanese animes mangas cartoon and comics The otakism is a movement intrinsic to culture globalization and it looks at a powerful connection between new digital technologies and post-1980s youth that is more individualistic and more independent of authorized medias The growth of otakism could be observed in Fortaleza a city that hosts every year one of the biggest anime convention in Brazil called Super Amostra Nacional de Animes (SANA) Its numbers of visitors grows years after years The qualitative and quantitative methods of analyze were used in this research including exploratory poll in SANA event non-structured interviews and ethnography in virtual ambients The last one was designed to understand the quality of social relations in the multidirectional new medias where all players are issuers receptors and creators at the same time The research discovered that otaku subculture has been adapting the new digital technologies particularly the Internet for its consumption purposes and expansion of the possibilities of interpersonal relationships
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Abramides, Vinicius Casella. "Fluidez nos mundos virtuais: a participação nas comunidades virtuais do Second Life como forma de potencializar a experiência de consumo." reponame:Repositório Institucional do FGV, 2010. http://hdl.handle.net/10438/8297.

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To increase the knowledge of what effectively contributes towards the occurrence of successful interactions between websites and online consumers, more specifically in the growing market of virtual worlds, is a relevant issue for researchers and business administration professionals. We are living in a new consumption culture era, where consumption experience gains relevance. Online games, played in virtual worlds, are very appropriate illustrations to represent the emergence of Experience Marketing, characteristic of this era. Virtual Worlds, like Second Life, can be classified as 'experience worlds', and one of their main characteristics is the existence of virtual communities. Interaction among users and social relationships are elementary for the consumption experience enrichment in virtual worlds. The flow theory is one of the most utilized constructs to understand the consumer’s behavior in the Internet, and one way to define the nature of consumption experiences in the Internet. This model (witch has been utilized and improved during the last 14 years) can be used in order to define and measure the consumption experience in the Internet. Participating in virtual communities may be one of the factors that enrich the consumption experience in virtual worlds, perceived by flow. The objective of this dissertation is to understand if the participation in virtual communities enhances the consumption experience in social virtual worlds, especially in the Second Life, based on the flow concept. The study object was the Second Life virtual communities, during the research period that occurred between the end of July and the beginning of November 2010. In order to perform the field research, empiric and exploratory, the netnography (virtual ethnography) methodology was utilized, descriptive by definition, as a way to reach the proposed objective. Netnography is a strict and systematic adaptation of ethnography specifically modified for the behavior contingencies and the online interaction, that is, to the study of virtual communities. Research activities were undertaken with participative observation, which is with the participation, by the researcher, in the dayby-day Second Life virtual world that he, as a newcomer, fully experienced the consumption experience itself. The present dissertation is the result of the researcher’s engagement in an immersion in the Second Life virtual communities. The conclusion was that the consumption experience in virtual worlds is enriched by the participation in virtual communities. Flow – noted by the telepresence (immersion), loss of time notion, involvement, pleasure, and entertainment – is a sensation that can be considered as typical and frequent in virtual worlds, and enhanced by the participation in virtual communities. Participation in virtual communities enables the users to fully experience a rich experience that is active, responsive, interactive, and participative, which enhances the consumption experience in virtual communities.
Incrementar o conhecimento sobre o que contribui efetivamente para que ocorram interações bem sucedidas entre websites e os consumidores online, mais especificamente no mercado crescente dos mundos virtuais, é um assunto relevante para os pesquisadores e profissionais de administração de empresas. Vivemos em uma nova etapa da cultura do consumo, onde a experiência de consumo ganha relevância. Os jogos online, ambientados em mundos virtuais, são ilustrações muito apropriadas para representar a emergência do Marketing de Experiência, característico desta etapa. Os mundos virtuais, como o Second Life, podem ser classificados como 'mundos de experiência', e uma das suas principais características é a existência de comunidades virtuais. A interação entre usuários e o relacionamento social é fundamental para o enriquecimento da experiência de consumo nos mundos virtuais. A teoria da fluidez é um dos constructos mais utilizados para entender o comportamento do consumidor na internet e uma das formas de definir a natureza de experiências de consumo na internet. A utilização deste modelo (que vem sendo utilizado e aprimorado nos últimos 14 anos) é aconselhada para definir e medir a experiência de consumo na internet. A participação em comunidades virtuais pode ser um dos fatores que enriquecem a experiência de consumo nos mundos virtuais, percebida pela fluidez. O objetivo desta dissertação é entender se a participação em comunidades virtuais potencializa a experiência de consumo em mundos virtuais sociais, em especial no Second Life, tomando como base o conceito da fluidez. O objeto de estudo foram as comunidades virtuais do Second Life, durante o período da pesquisa que ocorreu entre o final de julho e o início de novembro de 2010. Para fazer a pesquisa de campo, empírica e exploratória, foi utilizada a metodologia da netnografia (etnografia virtual), descritiva por definição, como forma de atingir o objetivo proposto. Netnografia é a rigorosa e sistemática adaptação da etnografia especificamente alterada para as contingências do comportamento e interação online, isto é, ao estudo das comunidades virtuais. As atividades de pesquisa foram realizadas com observação participativa, isto é, com a participação, pelo pesquisador, no cotidiano do mundo virtual Second Life, que vivenciou, como um novato, a experiência de consumo em si. A dissertação aqui apresentada é o resultado do engajamento do pesquisador em uma imersão nas comunidades virtuais do Second Life. Foi concluído que experiência de consumo nos mundos virtuais é enriquecida pela participação em comunidades virtuais. A fluidez – percebida pela telepresença (imersão), perda de noção de tempo, envolvimento, prazer e diversão – é uma sensação que pode ser considerada típica e freqüente dos mundos virtuais e potencializada pela participação em comunidades virtuais. A participação em comunidades virtuais permite que os usuários vivenciem uma experiência rica, que seja ativa, responsiva, interativa e participativa, o que potencializa a experiência de consumo nos mundos virtuais.
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48

GONDIM, Márcio Silva. "Felicidade no ciberespaço: um estudo com jovens usuários de comunidades virtuais." http://www.teses.ufc.br, 2007. http://www.repositorio.ufc.br/handle/riufc/2391.

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GONDIM , Márcio Silva. Felicidade no ciberespaço: um estudo com jovens usuários de comunidades virtuais . 2007. 165 f. Dissertação (Mestrado em Psicologia) – Universidade Federal do Ceará, Departamento de Psicologia, Programa de Pós-Graduação em Psicologia, Fortaleza-CE, 2007.
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It is possible to observe the increasing of several social nets and virtual communities in the internet, what arouses intense interest of youngsters. Sites and services, which were static, get more and more dynamism and visual stimulus through images, with emphasis in attributes promoters of “happiness”. This investigation takes a look at the implications of happiness ideals in young users of communities from the technological service Orkut. We aim to detect through manifestations (expressions, images and virtual communities) the associations with attributes promoters of “happiness”. We also objectify to investigate the discourse of young users of this technological service, the ways they receive these kinds of virtual communities, interpreting the senses obtained in the use of Orkut. We also try to reflect critically about the new forms of relationship between men and several consumption signs and their repercussion while a source producer of subjectivation processes. The qualitative approach orientates this study conceptually, as it is the adequate way to understand the psychosocial phenomena which is highlighted in this research: the relation between cyberspace and “happiness” ideals. As it is an investigation of critical nature, we start epistemologically from the Critical Theory because it has a theory that has as an one of its more excellent tasks reflection, with sights to the emancipation human being, on the immediate actions of the gift in the products of the cultural industry, in search of its determinative historical and cultural. Activities with a group of young students from a private school in the city of Fortaleza (Ceará) were carried out using the (Con)text Method of Multiple Literacies, in order to collect texts about juvenile impressions related to the service Orkut. In the empirical investigation the following categories standed out: 1) Differentiation (To be distinct from the others, feeling important through compliment expressions from others); 2) Popularity (it is related to the ideal of “fame”, concerning the number of friends and fans); 3) Attractivity (relevance to determined beauty patterns). Psychosocial attributes such as beauty, differentiation and visibility (understood here as happiness ideals in the cyberspace), are more and more standed out and emphasized by Cultural Industry in the contemporaneity. This way, the identities of young members of virtual communities seem to be directly or indirectly subordinated to the apropriation of this service (while a differential consumption sign), what repercutes in the daily life of these individuals and starts to play a significative role which constitutes subjectivations. This research is concluded with an invitation to think about the possibility to create new actions and practices that can provide critical reflections and experiential spaces related to cyberspace, in a transdisciplinary context.
Pode-se observar na Internet o crescimento de diversas redes sociais e de comunidades virtuais, as quais despertam intenso interesse dos (as) jovens. Os sites e serviços, antes estáticos, ganham cada vez mais dinamismo e estímulos visuais por meio de imagens, havendo uma ênfase a atributos promotores de "felicidade". A presente investigação instaura um olhar às implicações de ideais de felicidade em jovens usuários de comunidades do serviço tecnológico Orkut. Objetiva-se detectar através de manifestações (expressões, imagens e comunidades virtuais) a associação a atributos promotores de “felicidade”. Também se visa investigar o discurso de jovens usuários (as) desse serviço tecnológico, as formas de recepção desses tipos de comunidades virtuais, interpretando os sentidos auferidos ao uso do Orkut. Busca-se ainda refletir criticamente acerca das novas formas de relação do homem com variados signos de consumo e suas repercussões enquanto fonte produtora de processos de subjetivação. A abordagem qualitativa orienta conceitualmente este estudo, por se tratar de um modo adequado para se compreender o fenômeno psicossocial em destaque nesta pesquisa: a relação entre o ciberespaço e ideais de “felicidade”. Sendo uma investigação psicossocial de natureza crítica, parte-se epistemologicamente da Teoria Crítica por ser uma teoria que tem como uma de suas mais relevantes tarefas uma reflexão, com vistas à emancipação humana, sobre o imediatismo do presente nos produtos da indústria cultural, em busca de seus determinantes históricos e culturais. Realizaram-se atividades com um grupo de jovens estudantes de uma escola particular da cidade de Fortaleza (Ceará) por meio do Método (Con)texto de Letramentos Múltiplos, com o objetivo de coletar textos sobre as impressões juvenis relativas ao serviço Orkut. Na investigação empírica, destacaram-se as categorias: 1) Diferenciação (distinguir-se dos demais, sentindo-se importante através de expressões de elogio de outros); 2) Popularidade (relaciona-se ao ideal de “fama”, atrelada ao número de amigos e fãs que se possui); 3) Atratividade (relevância a determinados padrões de beleza). Atributos psicossociais, tais como a beleza, a diferenciação e a visibilidade (compreendidos aqui como ideais de felicidade no ciberespaço), são cada vez mais destacados e enfatizados pela Indústria Cultural na contemporaneidade. Sendo assim, as identidades dos (as) jovens integrantes das comunidades virtuais aparentaram estar direta ou indiretamente subordinada à apropriação desse serviço (enquanto um signo de consumo diferenciador), que repercute na vida cotidiana desses indivíduos e passa a exercer um papel significativo, constituidor de subjetividades. Esta pesquisa finaliza-se com um convite para pensar-se na possibilidade de criarem-se novas práticas e ações propiciadoras de reflexões críticas e espaços experienciais relacionadas ao ciberespaço, em um contexto transdisciplinar.
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49

Yipu, Zen. "Selling props, playing stars virtualising the self in the Japanese mediascape /." View Thesis, 2005. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20060210.104650/index.html.

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50

Yipu, Zen. "Selling props, playing stars:virtualising the self in the Japanese mediascape." Thesis, View Thesis, 2005. http://handle.uws.edu.au:8081/1959.7/589.

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In the so-called postmodern era, when networked media are increasingly ubiquitous in everyday life, where the ‘real’ and the ‘simulation’ become ever more indistinguishable; the physical and virtual intertwine; machines and man merge, and audience and stars transpose. To understand consumption in a time when realness and authenticity are no longer relevant, this thesis draws attention to the consumption and production of media content through case studies of consumer participation and social trends in Japan. The work begins in a themed shopping mall, Venus Fort in Tokyo Bay; continues with the reproduction of Audrey Hepburn‘s image; expands to the dramatised ‘realness’ of television; and finally moves to the omnipresent mobile phone and the impact of networked personal media on our idea of the ‘real’. First, through an analysis of a themed consumption environment, it is suggested that a transition is taking place in consumption from objects to experiences, services and spectacle. Secondly, by showing Audrey Hepburn‘s transition from a Hollywood star to a virtualised idol, technologically-aided illusions are shown to make hierarchical realness irrelevant. Thirdly, via Reality TV dating programs, the focus shifts to the role of audience participation in the consumption of media content. These themes are demonstrated individually, then merged into the last example – the social and cultural evolution induced by the mass consumption of networked media, that promise to revolutionise the way we consume, communicate and connect between people, machines and consumer goods.The thesis grounds its analysis of contemporary trends in the culture of consumption in Japan in theories of commodity and culture, the real and the simulation, speed and reality, the spectacle and the self in mediated spaces, and probes further into the collapse of demarcations between the virtual and the real, the event and the everyday and media and the self in the network society
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