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Puhachova, Anna, and L. V. Roienko. "Is graphic design art or science?" Thesis, Наукова платформа Open Science Laboratory, 2020. https://er.knutd.edu.ua/handle/123456789/16302.

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У статті розглядаються основні аспекти та сфери застосування графічного дизайну.<br>Graphic design is described as the process of visual communication and problem-solving through the use of typography, photography, iconography and illustration.
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Dresch, Aline. "Design Science e Design Science Research como Artefatos Metodológicos para Engenharia de Produção." Universidade do Vale do Rio dos Sinos, 2013. http://www.repositorio.jesuita.org.br/handle/UNISINOS/4075.

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Submitted by William Justo Figueiro (williamjf) on 2015-06-29T19:45:25Z No. of bitstreams: 1 51.pdf: 3383250 bytes, checksum: e454f028d4d3ae7e8c56d5b0ad1440fd (MD5)<br>Made available in DSpace on 2015-06-29T19:45:25Z (GMT). No. of bitstreams: 1 51.pdf: 3383250 bytes, checksum: e454f028d4d3ae7e8c56d5b0ad1440fd (MD5) Previous issue date: 2013<br>CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Para garantir que uma pesquisa seja reconhecida como sólida e potencialmente relevante, tanto pelo campo acadêmico quanto pela sociedade em geral, ela deve demonstrar que foi de
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Ralph, David Paul. "Fundamentals of software design science." Thesis, University of British Columbia, 2010. http://hdl.handle.net/2429/29536.

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This dissertation comprises three essays on software design science, the philosophical, theoretical and empirical study of software creation and modification including its phenomenology, methodology and causality. The essays consider three limitations evident in the software design science literature: 1) lack of a precisely-defined, well-understood vocabulary; 2) difficulties surrounding empirical research; 3) lack of theory concerning the design process’s structure and organization. The first essay presents an extensive review of definitions of design, revealing nontrivial disagreements regar
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Felix, Allison. "Design Based Science and Higher Order Thinking." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/71746.

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Technological/engineering design based learning (T/E DBL) provides a context in which students may utilize content knowledge and skills to develop prototype solutions to real-world problems. In science education, design based science (DBS) utilizes technological/engineering design based approaches in science education as a means for enhancing the purpose of and relevance for scientific inquiry by contextualizing it within the goal of developing a solution to a real-world problem. This study addressed the need to investigate the ways in which students utilize higher order thinking skills, demon
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林煜 and Yuk Lam. "Hong Kong Science Park." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1994. http://hub.hku.hk/bib/B31982001.

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Bowser, Anne Elizabeth. "Cooperative design, cooperative science| Investigating collaborative research through design with floracaching." Thesis, University of Maryland, College Park, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10129884.

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<p> This dissertation presents a case study of collaborative research through design with Floracaching, a gamified mobile application for citizen science biodiversity data collection. One contribution of this study is the articulation of collaborative research through design (CRtD), an approach that blends cooperative design approaches with the research through design methodology (RtD). Collaborative research through design is thus defined as an iterative process of cooperative design, where the collaborative vision of an ideal state is embedded in a design. Applying collaborative research thr
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Karlsson, Jimmy, and Emanuel Niska. "Tidsdistortion i metodkomponenter - En design science-ansats." Thesis, Örebro universitet, Handelshögskolan vid Örebro Universitet, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-44366.

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Tobias, Eklund, and Joakim Spehar. "CPlanner : Kursplaneringsprototyp med Design Science och Scrum." Thesis, Uppsala universitet, Institutionen för informatik och media, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-202215.

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Utveckling av planeringssystem är ett komplext designproblem som kräver både en hög grad av flexibilitet men även struktur. I samband med planering är det ett flertal aktörer, aktiviteter och resurser som måste beaktas. Kunnandet när det gäller planering finns ofta koncentrerad till ett fåtal nyckelpersoner. Det är därför ingen tillfällighet att många företag, organisationer och även universitet idag bedriver sin planering i beprövade enanvändarsystem som Excel fast att det finns starkt behov för standardiserat fleranvändarsystem. Uppsala universitet är inget undantag trots dess storlek med öv
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Matias, Ana Cátia António. "Design science : gamificação para a sustentabilidade ambiental." Master's thesis, Instituto Superior de Economia e Gestão, 2019. http://hdl.handle.net/10400.5/19529.

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Mestrado em Gestão de Sistemas de Informação<br>É imperativo alterar a forma como consumimos e como tratamos os resíduos que advêm desse mesmo consumo, e as crianças são o mais potente motor desta mudança. Assim, é importante conhecermos esta geração e adaptar a forma como nos dirigimos à mesma. A geração Alfa nasceu, e está a crescer, rodeada de tecnologia e é muito facilmente motivada por todas as características da mesma. Como tal, importa incluir ferramentas de ensino que entusiasmem e cativem esta geração. A gamificação é uma técnica que pode ser um complemento muito poderoso ao ensino,
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Klaasen, I. T. "Knowledge-based design developing urban & regional design into a science /." Delft : Delft University Press, 2004. http://www.ebrary.com/.

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Pickard, Michael. "Informing pictorial design through visual science understanding- a design based approach." Thesis, University of Sunderland, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.511328.

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Klaasen, Ina T. "Knowledge-based design : developing urban & regional design into a science /." Delft : Delft University Press, 2004. http://www.loc.gov/catdir/toc/fy0607/2005377632.html.

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McColl, Paul. "A curriculum design framework for science education based on the history of science /." Connect to thesis, 2003. http://eprints.unimelb.edu.au/archive/00000604.

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Tarnoff, David. "Episode 0.0 – Prologue." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/3.

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Briselli, Jennifer. "Demanufacturing Doubt: A Design Strategy for Science Communication." Research Showcase @ CMU, 2013. http://repository.cmu.edu/theses/50.

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Abstract. Communicating scientific concepts to non-scientific audiences can be difficult. Often, scientists rely solely on the strength of empirical evidence as an appeal to reason in public scientific discourse. Unfortunately, in a world where ‘truthiness’ has become an accepted part of media messaging, public understanding and attitudes do not develop solely in response to objective reasoning. From climate change to evolution, vaccines to nuclear power, the science community finds itself on the defensive as shifting perceptions of authority and the narratives that frame scientific communicat
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Ten, Po-Kiong. "Organophilic pervaporation : engineering science analysis and design tool." Thesis, University of Bath, 2001. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343769.

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Mattsson, Jesper, and Rasmus Mazetti. "RESOLVING USABILITYISSUES IN WEBGIS : A Cognitive Science Approach." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184596.

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This study focuses on using cognitive principles in design, trying to resolve four problem areas (PA)found in the map layer panel of Umeå municipality’s webGIS. In a first step cognitive findings thatcould serve as principles for implementing design choices were identified. Four low fidelity (lo-fi)prototypes were created. The lo-fi prototypes were tested using think aloud tasks and asemi-structured interview. Six participants, three expert and three novice users were recruited.Participants’ opinions and thoughts were gathered to enable the development of a high fidelity (hi-fi)prototype. The
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18

McManus, Paulette Marion. "Communication with and between visitors to a science museum." Thesis, King's College London (University of London), 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.295042.

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Mattsson, Jesper, and Rasmus Mazetti. "RESOLVING USABILITY ISSUES IN WEBGIS : A Cognitive Science Approach." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184596.

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This study focuses on using cognitive principles in design, trying to resolve four problem areas (PA)found in the map layer panel of Umeå municipality’s webGIS. In a first step cognitive findings thatcould serve as principles for implementing design choices were identified. Four low fidelity (lo-fi)prototypes were created. The lo-fi prototypes were tested using think aloud tasks and asemi-structured interview. Six participants, three expert and three novice users were recruited.Participants’ opinions and thoughts were gathered to enable the development of a high fidelity (hi-fi)prototype. The
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Mary, Michael Todd. "An investigation of the impact of science course sequencing on student performance in high school science and math." Thesis, The University of Texas at San Antonio, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3721730.

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<p> High school students in the United States for the past century have typically taken science courses in a sequence of biology followed by chemistry and concluding with physics. An alternative sequence, typically referred to as &ldquo;physics first&rdquo; inverts the traditional sequence by having students begin with physics and end with biology. Proponents of physics first cite advances in biological sciences that have dramatically changed the nature of high school biology and the potential benefit to student learning in math that would accompany taking an algebra-based physics course in th
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Toriseva, Jenni. "Biofonia : A citizen science service to monitor biodiversity." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-155160.

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An increasing amount of both physical and mental layers keep distancing urban dwellers from the biophysical envi- ronment that we often call nature. Environmental psycholo- gists have coined the term ‘extinction of experience’ to de- scribe the decreasing amount of encounters urban dwellers have with the natural environment. With the depletion of these experiences we have less relation to the natural world. And what we cannot relate to, we find hard to value. The intent has been to explore new ways urban dwelling adults could interact with the natural environment in order to help them relate t
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Gingold, Chaim. "Play Design." Thesis, University of California, Santa Cruz, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10140206.

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<p>This thesis argues that it is productive to consider playthings, playmates, playgrounds, and play practices as constituting a set with shared design characteristics. </p><p> Before turning to the case studies that lead to the principles of play design, we must first address two foundational methodological points: </p><p> First, in order to analyze something as play, we must be able to speak constructively about play itself, which is a bewildering subject. In chapter 1, <i>Play</i>, we review the literature on play, reconciling multiple perspectives and definitions, and distill seven pla
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Zhu, Xun. "Static verification of concurrent system design." Thesis, McGill University, 2008. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18732.

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Elaborating a correct design of a concurrent system is extremely difficult. In part this is due to the infinite number of possible system runtime behaviors that result from the concurrent (or pseudo-concurrent) execution of interacting processes or threads. Data consistency, deadlock, starvation and fairness issues are the most well-known problems encountered in concurrent systems. Accurate concurrent system design verification approaches require an expensive system runtime behavior analysis and consequently result in prohibitively high development costs (i.e. for testing). In this thesis we t
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Araújo, Eduardo Carvalho. "Estratégia para gestão do design no Creative Science Park: Aveiro region." Doctoral thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/17892.

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Doutoramento em Design<br>Esta tese foca em vários cenários de modelos de gestão do Design que ultrapassam o entendimento do design restrito às suas qualidades formais e morfológicas. Nesta tese design é entendido como um fator a levar em consideração para a gestão estratégica do Parque de Ciência e Inovação (PCI). Partindo do modelo Triple Helix (TH) estudamos o PCI com a ambição de contribuir para que este fique mais bem posicionado para gerir os fluxos de conhecimento, tecnologias e inovação liderando a implementação efetiva destes fluxos e oportunidades na indústria e na competivida
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Nakfoor, Sarah Shamus. "A Science & Mathematics Magnet School at Maymont." VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/1438.

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I am interested in the idea that schools should be designed to offer individualized learning."A Science & Mathematics Magnet School at Maymont" explores a type of school that is becoming more familiar and accessible. By allowing students who have an interest in excelling in school and preparing for their future careers to come together and meet one another and experience aneducation that might not otherwise be available can be beneficial in many ways. In most cases, because of the funding required for such specialized schools, class sizes are reduced to meet budgets and the schools are opened
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Lin, Chung-Hung. "Establishing a development process for science museum exhibition design." Thesis, Birmingham City University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.272155.

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As museum exhibition design becomes technically complex and design teams more specialised and fragmented, the need to plan, co-ordinate and increase the quality of the design process is becoming more important. According to a preliminary analysis of science museums, multi-disciplinary, targeted, technology-based exhibits are replacing traditional object based displays; therefore, a specifically multi-disciplinary model is necessary to develop a workable museum exhibitiond design process (MEDP) model. This research explores the theoryo of design processes and museum exhibitions as a means of de
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Lambie, Anthony Graham. "Dialogue understanding and dialogue design : from science to engineering." Thesis, University College London (University of London), 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.394354.

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Renon, Anne-Lyse. "Design et esthétique dans les pratiques de la science." Paris, EHESS, 2016. https://tel.archives-ouvertes.fr/tel-01802325.

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Ce travail de thèse interroge d'un point de vue anthropologique et sémiotique la construction de la connaissance scientifique par l'expression graphique. De manière générale, il s'agit d'analyser un panorama d'exemples historiques de la culture visuelle des sciences comme des pratiques de recherches contemporaines, notamment l'importance de l'observation et de la fabrication de rendus dans le travail de l'image, dans la fabrication, et la diffusion de la science, en terme d'hypothèses, de méthodes, de théories, et de styles de pensée. La science contemporaine, caractérisée par sa présence très
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Brodeur, Marcus Stefan. "Design priorities for online laboratories in undergraduate practical science." Thesis, Open University, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.699825.

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The use of remote and virtual experiments to supplement undergraduate practical science instruction has accelerated in recent decades, as isolated proofs of concept have given way to integrated suites of educational content. Online laboratories are poised to assume even greater importance for teaching. as the growing availability of distributed learning approaches, high-speed intern et access, and ambient and mobile sensors broadens opportunities worldwide for experiencing practical work. My original contribution to knowledge has been to identify - and differentiate by scientific discipline -
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Ribeiro, Bruno B. R. "Reshaping Visual Communication Design Curriculum to Support Collaboration with Computer Science and Engineering." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1337915762.

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Marshall, Mark. "Physical interface design for digital musical instruments." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=40788.

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This thesis deals with the study of performer-instrument interaction during the performance of novel digital musical instruments (DMIs). Unlike acoustic instruments, digital musical instruments have no coupling between the sound generation system and the physical interface with which the performer interacts. As a result of this, such instruments also lack the direct physical feedback to the performer which is present in an acoustic instrument. In fact in contrast to acoustic musical instruments, haptic and vibrotactile feedback is generally not present in a DMI contributing to a poor feel for
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Park, Daekwon. "Multiscale Thermal Design for Buildings." Thesis, Harvard University, 2016. http://nrs.harvard.edu/urn-3:HUL.InstRepos:30499027.

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This dissertation investigates the principles, processes, and strategies to develop multiscale material systems for buildings that interact with heat in novel ways. The overall theoretical framework consists of (1) utilizing the multiscale configuration of biological material systems as the principle for the design of building element; (2) using the shape and size of heat flow as the key parameter for the design and optimization of the building elements; and (3) applying the principles of materials and material processes for selecting and configuring the material systems. This framework is exa
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Spiekermann-Hoff, Sarah, and Marie Caroline Oetzel. "A systematic methodology for privacy impact assessments: a design science approach." Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/ejis.2013.18.

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For companies that develop and operate IT applications that process the personal data of customers and employees, a major problem is protecting these data and preventing privacy breaches. Failure to adequately address this problem can result in considerable damage to the company's reputation and finances, as well as negative effects for customers or employees (data subjects). To address this problem, we propose a methodology that systematically considers privacy issues by using a step-by-step privacy impact assessment (PIA). Existing PIA approaches cannot be applied easily because they are imp
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Malitsky, Nikolay. "Mutable Class Design Pattern." NSUWorks, 2016. http://nsuworks.nova.edu/gscis_etd/956.

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The dissertation proposes, presents and analyzes a new design pattern, the Mutable Class pattern, to support the processing of large-scale heterogeneous data models with multiple families of algorithms. Handling data-algorithm associations represents an important topic across a variety of application domains. As a result, it has been addressed by multiple approaches, including the Visitor pattern and the aspect-oriented programming (AOP) paradigm. Existing solutions, however, bring additional constraints and issues. For example, the Visitor pattern freezes the class hierarchies of application
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Bomström, H. (Henri). "Improving video game designer workflow in procedural content generation-based game design:a design science approach." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201812063237.

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The time and money spent on video games are rapidly increasing, as the annual U.S game industry consumer spending has reached 23.5 billion dollars. The cost of producing video game content has grown in accordance with the consumer demand. Artificial intelligence (AI) has been suggested as a way to scale production costs with the demand. In addition to lowering content production costs, AI enables the creation of new forms of gameplay that are not possible with the current toolbox of the industry. The utilization of AI in game design is currently difficult, as it requires both theoretical knowl
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NASCIMENTO, ELEN CRISTINA CARVALHO. "ELECTRONIC ART: THE MISSING LINK BETWEEN DESIGN, SCIENCE AND TECHNOLOGY." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2017. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=30067@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO<br>Este trabalho propõe a reflexão sobre a relevância da Arte Eletrônica no processo de formação e produção para o conhecimento contemporâneo, bem como suas afinidades com o campo do Design, desde os princípios históricos até as práticas de produção e experimentação transdisciplinares que ampliam os limites entre Arte, Ciência e Tecnologia. Os capítulos refletem os problemas epistemológicos encontrados e trazem à análise,
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Lowey, Charlotte (Charlotte Emily). "Design and analysis of penetrator probes for planetary science applications." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113725.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Aeronautics and Astronautics, 2017.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged student-submitted from PDF version of thesis.<br>Includes bibliographical references (pages 153-157).<br>Penetrator probes emplace by impact into a solid medium, carrying scientific instrumentation to fulfil specified post-impact mission objectives. They have been used successfully for multiple terrestrial applications, but only flo
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Castle, Courtney. "Measuring Multidimensional Science Learning: Item Design, Scoring, and Psychometric Considerations." Thesis, Boston College, 2018. http://hdl.handle.net/2345/bc-ir:107904.

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Thesis advisor: Henry Braun<br>The Next Generation Science Standards propose a multidimensional model of science learning, comprised of Core Disciplinary Ideas, Science and Engineering Practices, and Crosscutting Concepts (NGSS Lead States, 2013). Accordingly, there is a need for student assessment aligned with the new standards. Creating assessments that validly and reliably measure multidimensional science ability is a challenge for the measurement community (Pellegrino, et al., 2014). Multidimensional assessment tasks may need to go beyond typical item designs of standalone multiple-choice
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Jackson, Samuel. "Sustainability in Computer Science, Human-Computer Interaction, and Interaction Design." Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1329.

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Sustainability is a growing concern in a world where climate change threatens to inflict massive environmental and human damage in the coming decades. As climate change becomes a global issue, researchers and professionals from many pursuits are beginning to rally around the cause of bringing about an economically and environmentally sustainable future. Computer science and the related fields of human-computer interaction and interaction design have both a moral obligation and profound opportunity to contribute to environmental sustainability. In this thesis, I will examine the efforts of comp
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Duignan, Patricia. "Dr. WHO?: The Science and Culture of Medical Wear Design." VCU Scholars Compass, 2014. http://scholarscompass.vcu.edu/etd/3991.

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The multi-million-dollar medical uniform industry has not utilized advancements in garment and textile technology that could positively impact the protection of healthcare professionals and patients. In most cases the uniforms meet basic requirements – they clothe the professional in a recognizable way. Little innovation in design, function and performance, has been applied to these garments. This is particularly evident in the case of the stereotypical white lab coat worn by many physicians, despite evidence indicating that these lab coats may carry contamination and play a role in the spread
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Pokhrel, Lok R., Phillip R. Scheuerman, and Brajesh Dubey. "Evaluation of Experimental Design Options in Environmental Nano-Science Research." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/etsu-works/2874.

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Evaluation of Experimental Design Options in Environmental Nano-Science Research As an experimental research design plays a pivotal role in executing a research problem, it is imperative of a researcher to develop a suitable and sound research design. Utilizing robust statistical methods can further enhance the study power and thus allow drawing a logical conclusion. The same holds true for basic environmental science research, including research related to the effects of engineered nanomaterials in the environment.
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Limér, Emelie. "Flygande bildar och kvinnliga rättigheter : Feministiskt synsätt inom science fiction." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16473.

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I detta arbete har kreativitet, design och motivationen som krävs för att förändra världen tillsammans används, med förhoppningen att det är det den kommer göra. I undersökningen har jag sett närmare på feminism och dess plats i media, mer specifikt science fiction. Då media är så vidspritt och välanvänt borde detta vara exemplariskt för att förmedla ett mer jämställt synsätt och förena en annars splittrad förtryckt grupp. Det är detta jag har gett mig in i för att bevisa och använda mig utav.   Genom att använda mig utav kritisk spekulativ design, prototyputveckling och grafisk design har jag
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43

Cacioppo, Christopher M. (Christopher Michael). "Design of an exportable digital design curriculum." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/38827.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1996.<br>Includes bibliographical references (p. 96).<br>by Christopher M. Cacioppo.<br>M.S.
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44

Aldous, Colleen Michelle. "University level genetics students' competencies in selected science process skills." Diss., Pretoria : [s.n.], 2005. http://upetd.up.ac.za/thesis/available/etd-02092006-120752.

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Duh, J. C. (Jen Chow) 1958. "Strategic planning and integration of NASA Earth Science Technology Program." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/91758.

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46

Suchow, Ariella Flora. "Alternative Science: An Examination of Practice-Linked Identity Formation Within the Context of an Art Science Program." Thesis, Boston College, 2020. http://hdl.handle.net/2345/bc-ir:108784.

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Thesis advisor: Michael Barnett<br>This dissertation documents the pilot year of an Art Science Program. This study asks: what is possible when we create learning environments modeled for the integration of theatre and other artistic media with science? What, in general, are the affordances of theatre and other art forms for fostering such meaning-making, what are good ways to make it happen, and what are the challenges? We analyze young learners’ participation and attitude changes in the context of the Art Science Program. Findings indicate that (1) access to identity resources impacts learne
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47

Wang, Kang. "The design and implementation of a social accountability framework." Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=95206.

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We present an accountability framework for the Internet which ties a user's action to her identity on an online social network. The framework is optional in that users do not need to be accountable at all times, but various web services can force accountability on the part of their users by only allowing accountable users access. Our design is general enough that higher level applications can place additional policies/restrictions on the basic accountability provided. In this thesis, we introduce the design, discuss how various applications can be mapped onto our framework, and provide perform
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Kybartas, Ben. "Design and analysis of ReGEN a narrative generation tool." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=119760.

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Using procedural narrative generation in video games provides a flexible way to extend gameplay and provide more depth to the game world at low cost to the developers. Current examples of narrative generation in commercial games, however, tend to be simplistic, resulting in repetitive and uninteresting stories. We approach these challenges and develop a system for narrative generation that uses a context-aware graph rewriting framework. We use a graph representation of the game world to create narratives which reflect and modify the current world state. These narratives are all validated to en
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Huang, Jianyuan. "Computer science graduate project management system." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3250.

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This project is a development and tracking system for graduate students in the Department of Computer Science of CSUSB. This project will cover front-end web site development, back-end database design and security. This website provides secure access to information about ideas for projects, status on on-going projects, and reports of finished projects using My SQL and Apache Tomcat.
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Praritsantik, Supachai. "Web-based interactive self-evaluation system for computer science in generic tutorial system for the sciences project." CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2273.

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The goal of this master project is to promote and facilitate the use of new web-based and Java-based technologies in the development of self-evaluation systems for computer science; in particular, analysis of sorting algorithms.
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