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1

Srivastava, Kumar Abhinav. "Assessing financial well-being of merchants by analyzing behavioral patterns in historical transactions." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/107348.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, School of Engineering, Institute for Data, Systems, and Society, System Design and Management Program, 2014.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (page 31).<br>This study focuses on new approach to estimate financial wellbeing indicators for merchants, by looking at behavioral patterns of their customers in historical transactions. The transaction data for about 10,000 merchants in a specific country, was analyzed in terms of their diversity and propensity of customers
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2

Huber, Benedikt Theodor. "Microprocessor system data transfer interface design, an expert system approach using signal timing behavioral patterns." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp02/NQ37347.pdf.

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3

Wagenius, Carolina, and Magdalena Zetterström. "Köp nu, betala senare : En explorativ studie om beteendedesign och hur användare väljer betalmetod i e-handeln." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104911.

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Skuldsättningen kopplad till konsumtion ökar i det svenska samhället, vilket gått hand i hand med e-handelns framväxt och faktura som populär betalmetod. Betallösningar som tillhandahåller faktura och delbetalning som betalmetoder åt e-handlare har i och med det fått kritik av media och ny lagstiftning mot viss typ av beteendedesign i betallösningarnas tjänster har även införts. Trots samhällsdebatten har det saknats forskning på hur kunder väljer betalmetod och deras upplevelser av påverkan från beteendedesign inom betallösningarna. Denna studie har därför haft som syfte att ge inledande insi
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4

Sundblad, Graziella. "Building a low-cost IoT sensor system that recognizes behavioral patterns for collaborative learning - A Proof of Concept." Thesis, Malmö universitet, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44351.

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Since the advent of the Internet, we have been observing a fast-paced development within the computing world. One of the major innovations in recent years is the “Internet of Things”, which brings interconnectedness between devices and humans to unprecedented heights. This technological breakthrough enabled the emergence of a new sub-field within Learning Analytics, Multimodal Learning Analytics, which makes use of several types of data sources to study learning-related processes. As computers and sensors become increasingly cheaper and more accessible,  research within this new sub-field grow
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5

Svensson, Rasmus. "Biopolis : Ett Spelprojekt om Klimat- och Beteendeförändring." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86537.

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Klimatförändring är något som sker naturligt på vår planet. Vad man dock har upptäckt under de senaste 100 åren, är att vi människor har påskyndat denna process och därmed satt planetens naturliga cykel ur balans. Forskare förutspår drastiska förändringar i framtiden. Torka och begränsad åtkomst till dricksvatten. Höjning av havsnivån. Extremaväder. M.m. Ändå händer det inte så mycket som man tycker att det borde göra. En förändring måste ske. Så vad kan jag, som grafisk designer, göra för världen? Ett av de stora problemen inom detta ämne är attdetta är något man inte vill tala om i samhället
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6

Stenbacka, Erik. "Cubieo : Observations of Explorative User Behavior with an Abstract Tangible Interface." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19639.

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Recent years have shown a broad spectra of tangible interfaces or TUI's, based upon interaction with music, but also other interfaces containing ubiquitous computing. This is an interesting field due to how engaging music can be and work as connector between people. But the field of human computer interaction has some explorational properties. This paper presents an idea of abstraction with a tangible interface for creating music. The idea behind abstraction of the interface is to engage the user(s) in exploring the artifact, rather than explaining the artifact to the user what can and cannot
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7

Tang, Lucia. "In Search of an Architectural Legibility: Human Movement Behavior and Wayfinding for Pattern Design." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1307441877.

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8

Oduor, M. (Michael). "Persuasive software design patterns and user perceptions of behaviour change support systems." Doctoral thesis, Oulun yliopisto, 2018. http://urn.fi/urn:isbn:9789526218854.

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Abstract Modern life has increasingly become intertwined with technology, and recent years have witnessed a growth in technologies that support people in, for instance, leading healthier and more sustainable lifestyles. At the centre of this growth has been persuasive systems design, which has been shown to have a positive effect on individuals’ behaviour and their use of systems. This dissertation consists of five studies, encompassing a literature review, two quantitative studies with a total of 227 respondents, and two constructive studies that address the central research question of the d
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9

BALDVINSDÓTTIR, UNA. "The Wind Projects." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17401.

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The Wind Projects are based around ideas about materialization. They are an attempt at combining factors related to textiles, such as patterns, structure, materials and body with abstract ideas about movement, change, unpredictability and interrelated relationships between materials, environments objects and actions.<br>Program: Master in Textile Design
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10

Kennedy, R. Scott. "Synthesis of chaos theory & design." Thesis, Virginia Tech, 1994. http://hdl.handle.net/10919/42000.

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<p>The design implications of chaos theory are explored. What does this theory mean, if anything, to landscape architecture or architecture?</p> <p>In order to investigate these questions, the research was divided into four components relevant to design. First, philosophical- chaos offers a nonlinear understanding about place and nature. Second, aesthetical- fractals describe a deep beauty and order in nature. Thirdly, modeling-it is a qualitative method of modeling natural processes. Lastly, managing- concepts of chaos theory can be exploited to mimic processes found in nature. These componen
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11

Hamilton, Claire L. "The use of tape patterns as an alternative method for controlling wanderers' exiting behavior in a dementia care unit." Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-12172008-063717/.

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12

Fuller, Marvin Gene. "Interactions Between Patterns of Gamer Behaviors and Time-on-Task for Mathematics Remediation in a Game-based HIVE." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/235.

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As the presence of digital game-based learning increases in United States classrooms, understanding their impact on achievement is critical. Digital games for learning offer many potential benefits, including reducing the number of students trapped in a remediation cycle, a contributor to college dropout. Despite the recognized potential of game-based learning, few researchers have explored the relationships between specific patterns of behaviors and types of digital game-based learning environments. The underlying theory for this study was patterns of gamer behaviors may predict in-game behav
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13

Nordqvist, Sofia, and Erica Westling. "Skillnader och likheter i användandet av mobilapplikationen Fishbrain för operativsystemen Android och iOS." Thesis, Södertörns högskola, Medieteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-34428.

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Denna uppsats redogör för skillnader och likheter i beteende och användning av mobilapplikationen Fishbrain beroende på vilket operativsystem (Android eller iOS) användarna har samt vilka faktorer som kan påverka dessa användarmässiga skillnader. Undersökningen kan vara av intresse för företag som utvecklar mobilapplikationer för olika operativsystem men även ligga till grund för andra studenter som undersöker relationer mellan operativsystem och hur de används. Med hjälp av virtual behavior setting- teorin studerar vi användandet av mobilapplikationen Fishbrain och analysera
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14

Azarnasab, Ehsan. "Robot-In-The-Loop Simulation to Support Multi-Robot System Development: A Dynamic Team Formation Example." Digital Archive @ GSU, 2007. http://digitalarchive.gsu.edu/cs_theses/39.

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Modeling and simulation provides a powerful technology for engineers and managers to understand, design, and evaluate a system under development. Traditionally, simulation is only used in early stages of a system design. However, with the advances of hardware and software technology, it is now possible to extend simulation to late stages for supporting a full life cycle simulation-based development. Robot-in-the-loop simulation, where real robots work together with virtual ones, has been developed to support such a development process to bridge the gap between simulation and reality.
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15

NG, Janice Ka-Yee. "Identification of behavioral and creational design patterns through dynamic analysis." Thèse, 2008. http://hdl.handle.net/1866/7205.

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16

Sola, Sancho Sofía. "“Charlie” (buphedrone/ethcathinone) behavioural patterns after stimulated binge administration." Master's thesis, 2016. http://hdl.handle.net/10400.26/19080.

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Dissertação de Erasmus Mundus para obtenção do grau de mestre em Técnicas Laboratoriais Forenses<br>Since the entry of XXI century, the consume, availability and variety of new psychoactive substances also called “legal highs” “legal drugs” or “design drugs,” have been rising enormously. This tendency has increased the concern of both, health care providers and legal authorities about this family of drugs. This unique study is a first toxicological approach to a drug named “Charlie”. Effects for a repeated administration of a singular dose of 45mg/kg has been assessed. “Charlie” is a combinati
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17

Cheng, Yuan-Chin, and 鄭元欽. "Design and Implementation Behavior Pattern Monitoring System for Home-care." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/86887558468735018144.

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碩士<br>朝陽科技大學<br>資訊與通訊系碩士班<br>99<br>In order to maintain the normal life of patients with depression, the home self-care is one possible way. However, how to detect the depression prone and depressive disorder to provide prevention of depression recurrence and early treatment of depression is an important issue. Therefore, this study proposed behavior pattern monitoring system for home self-care, the system for non-hospitalized patients in the treatment of depression when the home care model. The System using smart phones built-in gravity sensor to retrieve information about the patient''s beha
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18

ParamitaAsri and 黃美德. "A Study on Behavioural Patterns of Stress Coping Strategies for Non-Clinical Psychotherapeutic Service Design." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/56465099391137717936.

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Wang, Chihyi, and 王之邑. "An Approach to Verification of Design Patterns Structure and Behavior based on Petri-Net." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/97503978942316039874.

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碩士<br>東海大學<br>資訊工程與科學系<br>94<br>Recently, Design Patterns are more and more important in software development. As the increment of software projects complexity and multiplicity, we need to improve the reusability of software development on facing challenges. Design Patterns, a general repeatable solution, may be the good way to solve the commonly-occurring design problems by early success experiences. However, how to know the Design Pattern that developer chosen would be correct when system developing? The Verification of Design Patterns could be a new problem. In the research, we propose an
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Lo, Chao Hsu, and 趙序珞. "Study on the Relationship between Planning Pattern and User Behavior of Architectural Design Studio in University." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/84914884379059516185.

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碩士<br>大葉大學<br>設計研究所<br>97<br>A studio, the core space of architecture education, is designed for students to have a place exchanging their ideas and adapting the work style before they have started work career. Therefore, the construction of a studio is the most important matter to the whole environment of architecture education as Bechtel and Zeisel’s speaking “Environment makes us behaving; hence, if the environment has some specific change we will change.” This research chooses studio of NCKU and THU’s architecture departments as the target, and analyzing students’ behavior of using stu
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21

Fang, Pei-Wen, and 方珮雯. "The Relationships of Design in Computer Graphing Calculator Problems, Prior Knowledge and Learning Progress to Students’ Behavior Patterns----A Case Study of Desmos’ Quadratic Function Learning Modules." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/wja6re.

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碩士<br>國立臺灣科技大學<br>數位學習與教育研究所<br>107<br>Computer graphing calculators increase efficiency of learning of functions. With computer graphing calculators, students can generate graphs of functions quickly, adjust specific parameters, and then observe the transformation of representations. These behaviors enable students to understand features and meanings of specific parameters, and to build suitable mathematical models for real-life situations. On the topic of quadratic functions, the researcher designed worked-example and discovery learning modules with Desmos, an online graphing calculator. The
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Peng, Shao-Wen, and 彭紹雯. "Using the Environmental Behavior Observation Method to Investigate the Pattern Language in the Court Yard Space of College of Design in Chung Yuan Christian University." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/91601813535730600256.

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碩士<br>中原大學<br>景觀學研究所<br>104<br>Outdoor public spaces can promote interaction among people. An outdoor public space can become an extremely good place to increase people interactions to improve social relationships built on mutual trust and to learn social life when its environmental conditions fulfill the key elements to produce social activities. It may also solved some social problems owing to gradually alienated human relations. A school is just like a small community. In addition to providing education, a school should also provide environments for students to learn social relationships. T
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