Dissertations / Theses on the topic 'Arts and environment'
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Zalewski, Sondra. "Design, graphic arts, and the environment /." Online version of thesis, 1994. http://hdl.handle.net/1850/12205.
Full textBarsh, William Alan. "Home Environment and Creative and Artistic Activity." Digital Archive @ GSU, 2006. http://digitalarchive.gsu.edu/art_design_theses/5.
Full textAyers, Douglas. "Monitoring human behavior in an office environment." Honors in the Major Thesis, University of Central Florida, 1998. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/21.
Full textBachelors
Arts and Sciences
Computer Science
Jenkins, Jessica. "Visual arts in the urban environment in the German Democratic Republic." Thesis, Royal College of Art, 2014. http://researchonline.rca.ac.uk/1681/.
Full textKolasinski, Eugenia M. "Prediction of simulator sickness in a virtual environment." Doctoral diss., University of Central Florida, 1996. http://digital.library.ucf.edu/cdm/ref/collection/RTD/id/19166.
Full textSickness induced by Virtual Reality (VR) devices poses a genuine threat to the viability of this new technology and its potential products. If the occurrence or severity of sickness could be successfully predicted based on characteristics of an individual, at-risk users could be identified, properly warned, and, perhaps, trained in some way to reduce their risk. A Personal Computer-based VR system was used to address the prediction of simulator sickness. Phase I investigated four characteristics of an individual - age, gender, mental rotation ability, and pre-exposure postural stability - which were hypothesized to be predictive of sickness. Sickness measured as a function of the Total Severity score from the Simulator Sickness Questionnaire (SSQ) was successfully modeled on these characteristics using linear regression techniques, leading to three major findings. First, sickness - as measured by the SSQ - did, in fact, occur in association with exposure to VR. for 35% of the participants, this sickness involved lingering effects and/or possible delayed after-effects. Second, sickness was successfully modeled on characteristics of the individual. The developed model indicated a complicated relationship between predicted sickness and gender, age, mental rotation ability, and pre-exposure postural stability. Third, based on the model developed, sickness is not predicted to differ for gender directly but, rather, gender interacts with mental rotation ability in its effects on sickness. Phase II investigated the occurrence of ataxic decrements in postural stability. No such decrements were found to be associated with the 20-minute exposure. Thus, ataxic decrements do not appear to be associated with short exposures to low-end VR. This finding, however, may be limited to VR tasks of the type used in this study. Practical implications and areas for future research are discussed.
Ph.D.;
Psychology;
Arts and Sciences;
143 p.
xi, 143 leaves, bound : ill. ; 28 cm.
Lanham, Susan. "Visually induced motion sickness in a virtual environment." Honors in the Major Thesis, University of Central Florida, 1994. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/129.
Full textBachelors
Arts and Sciences
Psychology
Li, Wu-Hsi. "Musicpainter : a collaborative composing environment." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46584.
Full textIncludes bibliographical references (p. 95-96).
This thesis presents the design and implementation of Musicpainter, a networked graphical composing environment that encourages sharing and collaboration within the composing process. Instead of building a computer-assisted composing tool, Musicpainter aims to provide a social environment where users can gather and learn from each other. Our approach is based on sharing and managing music creation in small and large scale. At the small scale, users are encouraged to begin composing by conceiving small musical ideas, such as melodic or rhythmic fragments, all of which are collected and made available to all users as a shared composing resource. The collection provides a dynamic source of composing material that can be directly reused and it inspires users with more ideas. At the large scale, users can access full compositions that are shared as open projects. Users can listen to and change any piece if they want. The system generates an attribution list on the edited piece and thus allows users to trace how a piece evolves in the environment. Shared resource and open projects form the foundation of the social environment, and they create an opportunity for users to compose in a collaborative manner. A pilot study is conducted to verify our design. Thirty users downloaded the program and contributed a total of 90 partial or complete compositions. The statistics of basic user usage, a summary of user survey, and an analysis of the compositions created by selected users are presented in the thesis.
Wu-Hsi Li.
S.M.
McHenry, Bruce Alan 1959. "RIPE--rapid instruction production environment." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/62626.
Full textCostello, Robert. "Adaptive intelligent personalised learning (AIPL) environment." Thesis, University of Hull, 2012. http://hydra.hull.ac.uk/resources/hull:6251.
Full textArjunan, Dorai Raj. "3D Animation: Creating an Experiential Environment." [Johnson City, Tenn. : East Tennessee State University], 2004. http://etd-submit.etsu.edu/etd/theses/available/etd-0719104-174201/unrestricted/Arj%20with%20animation%2017KB.pdf.
Full textTitle from electronic submission form. ETSU ETD database URN: etd-0719104-174201 Includes bibliographical references. Also available via Internet at the UMI web site.
Pereira, Manuela Alexandra Trigo Miranda de Sousa. "Video coding in a broadcast environment." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/62328.
Full textIncludes bibliographical references (leaves 79-81).
by Manuela Alexandra Trigo Miranda de Sousa Pereira.
M.S.
Hall, Nora R. "You and your environment: a program of participatory art activities to enhance students' understanding of design elements." Thesis, Boston University, 1988. https://hdl.handle.net/2144/37158.
Full textPLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis or dissertation. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you.
2031-01-01
Bambrough, Marilyn Edna. "An Artful Habitat:Creating an Environment for Divergent Expression." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/8798.
Full textEnroth, Maria. "Developing tools for sustainability management in the graphic arts industry." Doctoral thesis, Stockholm : Computer Science and Communication, Royal Institute of Technology (KTH), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4169.
Full textGlisan, Mary Hornback. "White students' racial attitudes and racial identity development in a liberal arts environment." W&M ScholarWorks, 1992. https://scholarworks.wm.edu/etd/1539618897.
Full textPatz, Geva 1973. "A parallel environment for simulating quantum computation." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/16955.
Full textIncludes bibliographical references (p. 131-134).
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
This thesis describes the design and implementation of an environment to allow quantum computation to be simulated on classical computers. Although it is believed that quantum computers cannot in general be efficiently simulated classically, it is nevertheless possible to simulate small but interesting systems, on the order of a few tens of quantum bits. Since the state of the art of physical implementations is less than 10 bits, simulation remains a useful tool for understanding the behavior of quantum algorithms. To create a suitable environment for simulation, we constructed a 32-node cluster of workstation class computers linked with a high speed (gigabit Ethernet) network. We then wrote an initial simulation environment based on parallel linear algebra libraries with a Matlab front end. These libraries operated on large matrices representing the problem being simulated. The parallel Matlab environment demonstrated a degree of parallel speedup as we added processors, but overall execution times were high, since the amount of data scaled exponentially with the size of the problem. This increased both the number of operations that had to be performed to compute the simulation, and the volume of data that had to be communicated between the nodes as they were computing. The scaling also affected memory utilization, limiting us to a maximum problem size of 14 qubits. In an attempt to increase simulation efficiency, we revisited the design of the simulation environment. Many quantum algorithms have a structure that can be described using the tensor product operator from linear algebra. We believed that a new simulation environment based on this tensor product structure would be substantially more efficient than one based on large matrices. We designed a new simulation environment that exploited this tensor product structure. Benchmarks that we performed on the new simulation environment confirmed that it was substantially more efficient, allowing us to perform simulations of the quantum Fourier transform and the discrete approximation to the solution of 3-SAT by adiabatic evolution up to 25 qubits in a reasonable time.
by Geva Patz.
S.M.
Tett, Alison. "Space, practices, discourse : the praxis of the created environment." Thesis, McGill University, 1989. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=55661.
Full textLund, Kimberley Ann. "Multiple Case Study of (Re)Design and Restructuring of Studio Arts Schools and Departments in the Research University Environment." Diss., The University of Arizona, 2006. http://hdl.handle.net/10150/305123.
Full textMalven, Christopher John. "Public : an exploration of community, environment, and technology /." VCU Scholars Compass, 2006. http://hdl.handle.net/10156/1775.
Full textHild, Suzanne. "Current trends and future directions of regional support for local visual artists in the changing cultural environment /." Philadelphia, Pa. : Drexel University, 2001. http://dspace.library.drexel.edu/handle/1860/397.
Full textPasztor, Egon 1975. "A graphical environment for gestural computer-aided composition." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/62375.
Full textIncludes bibliographical references (leaves 102-103).
I have designed and implemented a software environment, a Windows application called Hyperscore, that presents a novel, easy-to-learn interface for composing richly textured music through line gestures. The program allows the user to command a set of music-manipulation algorithms written by Mary Farbood [Farbood, 2001]. The interface is both compelling and interesting for musically untrained users, and rich enough that such users, after sufficient practice, can create music that professional musicians find to be of high quality. While many musical composition programs geared for musically untrained users exist, it is its unique user interface, its use of freely drawn line-gestures, zooming navigation, and simple symbolic icons, that helps make this program unique. The program was designed to enable musically untrained children, ages ten or older, to compose three-minute pieces for a string orchestra, given only a week or so of two-hour daily workshops. The program succeeded in this, and has been presented to audiences in Berlin, Dublin, and Glasgow as a part of Toy Symphony. The program has also been made available for download.
by Egon Pasztor.
S.M.
Halliday, Mark David. "Digital cinema--an environment for multi-threaded stories." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/29071.
Full textFish, Jo Anna Baarda. "Teachers implementing literacy instruction in a performance-standards environment a collective case study in second grade /." restricted, 2007. http://etd.gsu.edu/theses/available/etd-12032007-131900/.
Full textTitle from file title page. Dana L. Fox, committee chair; Celeste Compton Bates, Joyce E. Many, Amy Seely Flint, Joel Meyers, committee members. Electronic text (165 p. : ill.) : digital, PDF file. Description based on contents viewed Aug, 21, 2008. Includes bibliographical references (p. 142-150).
Celeste, Elizabeth M. "Examining the OSU Urban Arts Space as a Model for Ecological Sustainability Initiatives for Arts and Cultural Institutions." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1253047778.
Full textKornhauser, Daniel 1973. "Designing a craft computing environment for non-industrial settings." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/62121.
Full textIncludes bibliographical references (leaves 83-84).
This thesis studies the design and introduction of relevant computer-based design tools for non-industrial locations in developing settings. To this end, a programmable environment for combining motifs into patterns was developed named Estampa (Environment for Stamping Patterns). Estampa was developed for the community of Santa Clara del Cobre, a copper craft artisan town located Mexico, where they already used Computer Aided Design (CAD) tools for their craftwork. Estampa is a visual programming language environment for applying transformations to primitive motifs to create ornamental patterns. Estampa seeks to recreate the motifs and patterns in the Best Maugard drawing method, a drawing technique for creating authentic Mexican drawings. The design and implementation of Estampa seeks to fulfill the economic, cultural and artisanal requirements of this specific location. The evaluation of Estampa, through initial user trials in the community, presents other possible approaches for introducing programming in a relevant way to non-industrial locations in developing countries. Drawing from this example, a series of guidelines are presented for designing and introducing relevant computer-based applications for these communities.
by Daniel Kornhauser.
S.M.
Lee, Sanghoon S. M. Massachusetts Institute of Technology Program in Media Arts and Sciences. "Infofield : an aura recognizing digital information of everyday environment." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46666.
Full textIncludes bibliographical references (leaves 62-64).
Many ubiquitous computing scenarios are enabled by the ability to detect and identify objects in a user's environment, and recently Radio Frequency Identification (RFID) has been considered an affordable technology for providing such ability. However, RFID approaches have been flawed: when they operate at long range, they fail to provide adequate context as to which tagged objects are the subject of the user's interest; and when tuned for short range operation, they require the user to explicitly scan the tagged object. In addition, the knowledge gained from the user interacting with the object is limited to identification. This thesis proposes an ambient metaphor for detecting daily environments suitable for the upcoming far-field UHF RFID infrastructure. A user carries a mobile RFID reader, which creates a sphere of detection field to monitor RFID tags surrounding the user. The reader silently monitors the objects and functions as an agent that supports the user's consciousness of events happening outside of the user's attention. With sensor-enhanced RFID tags, our system does not limit itself to identification, but also provides the status of the corresponding item. The data from the sensors are used to distinguish a tag in a multiple tag environment and to describe the interactions between the user and the host object. This improves the selectivity and the context-awareness of the system.
by Sanghoon Lee.
S.M.
Manor, Justin 1978. "Cinema Fabriqué : a gestural environment for realtime video performance." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/61862.
Full textIncludes bibliographical references (p. [107]-[108]).
This thesis presents an environment that enables a single person to improvise video and audio programming in real time through gesture control. The goal of this system is to provide the means to compose and edit video stories for a live audience with an interface that is exposed and engaging to watch. Many of the software packages used today for realtime audio-visual performance were not built with this use in mind, and have been repurposed or modified with plug-ins to meet the performer's needs. Also, these applications are typically controlled by standard keyboard, mouse, or MIDI inputs, which were not designed for precise video control or live spectacle. As an alternative I built a system called Cinema Fabriqué which integrates video editing and effects software and hand gesture tracking methods into a single system for audio-visual performance.
by Justin Manor.
S.M.
Tong, Yee-hang Arthur. "A zigzag bridge : a Chinese garden concept for linkage : an Art Academy in an urban environment /." Hong Kong : University of Hong Kong, 1999. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25952730.
Full textHiggins, Scott Clark. "The moviemaker's workspace : towards a 3D environment for pre-visualization." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/61528.
Full textBenavides, Palos Xavier. "A platform for reaching into the environment of a remote collaborator." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106062.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 75-77).
In this thesis we present ShowMe++, an immersive mobile collaboration system that allows a remote user to communicate with a peer using video, audio and hand gestures. We explore the use of a Head Mounted Display (HMD), depth camera and wearable haptic devices to create a system that (1) enables a remote user to be immersed in another first-person's point of view, (2) offers a new way for the remote expert to provide guidance through three dimensional, real-time hand gestures and voice, (3) allows natural interactions with interfaces of Internet of Things (IoT) devices and (4) provides haptic feedback when interacting with remote or virtual interfaces. Using our system, both users feel present in the same physical environment and can perceive realtime communication from one another in the form of 2-handed gestures and voice. We discuss the design and implementation of the system as well as applications scenarios such as remote maintenance, 3D exploration and remote ghost presence. The user study demonstrates that hand transmission, first person point of view and immersion improve the feeling of co-presence and make remote teaching more effective.
by Xavier Benavides Palos.
S.M.
Ravishankar, Anusha. "CELL PHONE DISTRACTION ANALYSIS OF MOTOR RESPONSE IN A SIMULATED DRIVING ENVIRONMENT." Master's thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4391.
Full textM.S.
Modeling and Simulation
Arts and Sciences
Modeling and Simulation
Odajima, Fumiaki. "Species of Spaces and Other Pieces." VCU Scholars Compass, 2006. http://scholarscompass.vcu.edu/etd_retro/28.
Full textRyokai, Kimiko 1975. "The world as a palette : painting with attributes of the environment." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/32499.
Full textIncludes bibliographical references (p. 159-163).
To create everyday art monuments through which we express ourselves--whether in the form of a self-portrait or a life-story--is human nature. Our drive to do so is evident in the natural artistry of young children--representing themselves, people and things around them-through a variety of expressions such as drawing, storytelling, and construction with objects. Yet these creations with diverse media decrease dramatically as traditional forms of literacy take over in school, emphasizing decontextualized and depersonalized forms of expressions. This thesis is about how people, particularly children, create and interact with everyday art monuments, with an emphasis on techniques to support the narrative connection between the creator, creation, and material the creation is made of. This thesis introduces the concept of building visual art projects with elements extracted directly from the artist's personal objects and his/her immediate environment, thus allowing child and adult artist alike to turn their world into a palette of color. For example, by picking up a texture from his pet dog's fur, movements of his own blinking eye, color from his favorite yellow shirt, and by combining these elements into a unique drawing, an artist can not only create a thoroughly personalized piece, but also breathe a new kind of life into the canvas. A number of key design features of the system were developed through observing both adult and child artists using the novel tools over the course of two years.
(cont.) During the final five-week study in a kindergarten classroom, the tools supported children's individual creative styles (e.g. 'visualizers' versus 'dramatizers'), and children's work reflected upon the aspects of objects and interactions with these objects that were dear to them. In addition, evidence suggests the children acquired an expanded view of art, associating features in paintings with attributes in their environment. The potential of this new medium that allows artistic expression using attributes taken from the real world is discussed.
Kimiko Ryokai.
Ph.D.
Hsu, Gwelleh Rachelle 1969. "SmartSHELL : measuring and motivating human performance in an outdoor rowing environment." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/62120.
Full textColaç̦o, Andrea B. (Andrea Brazilin Immaculate Danielle). "Back talk : an auditory environment for co-presence in television viewing." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61939.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 71-75).
Video content is being consumed in a host of new ways - viewers are no longer restricted to same-time or same-place viewing. However, the experience of watching content with a group is inherently a sociable one, and often desirable despite the physical distribution of group members. This thesis introduces Back Talk, a system designed to create a sociable television watching experience. We enhance television viewing with an auditory environment around a viewer - constructed from engagement and audio streams of co-viewers in the viewer's micro-social network. We have explored and leveraged the richness of audio to convey presence of remote viewers via a novel framework for capturing and translating engagement of an individual in the viewer's micro-social network into a set of audio cues that are played spatially around the viewer. This work presents the implementation scheme we used, and it also discusses results of a user study that was conducted to examine the impact and effectiveness of the Back Talk system.
by Andrea B. Colaço.
S.M.in Media Technology
Schenk, Pamela Margaret. "The nature of the graphic design process within the commercial environment, with particular regard to the role of drawing." Thesis, Manchester Metropolitan University, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.332058.
Full textRoss, Shane. "School work environment : transition from education to practice." [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0002941.
Full textMaher, Brenden Courtney 1966. "Navigating a spatialized speech environment throught simultaneous listening within a hallway metaphor." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/62628.
Full textIncludes bibliographical references (leaves 69-71).
by Brenden Courtney Maher.
M.S.
Kartofel, Roy Alexis Rodenstein 1975. "Talking in circles : representing place and situation in an online social environment." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/61845.
Full textIncludes bibliographical references (leaves 61-66).
This thesis presents work focused on the creation of a sociable space for communication online. Sociable communication requires the ability to converse with others using simple and meaningful mechanisms, supporting flexibility and expressiveness. Equally important is the ability for people to read the space they inhabit and make sense of it in socially significant ways, such as people watching to observe others' interests and interaction styles. A third key to sociable communication is emphasis on identity and embodiment, giving participants a strong sense of themselves and others through their online representations. These issues are approached through research in areas ranging from sociology to urban architecture, directed at finding bases for the design of capabilities that are useful and engaging in the context of computer support for distributed multiparty communication. The result of this research is Talking in Circles, a graphical audio conferencing environment that employs abstract graphics for representation and provides lightweight access to multiple expressive modes. This thesis discusses foundations for work towards sociable communication online as well as the design and implementation processes involved in the creation of the Talking in Circles system. User experiences with the system, lessons learned and directions for further research into sociable communication are then detailed.
by Roy Alexis Rodenstein Kartofel.
S.M.
Fielding-Piper, Benjamin Tarquinn 1976. "The illuminated design environment : a 3-D tangible interface for landscape analysis." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/61127.
Full textIncludes bibliographical references (leaves 121-122).
This thesis outlines the reasons for the visual emphasis in current computer aided design interfaces. It describes the potential advantages of computer interfaces that allow a greater degree of physical interaction and it describes previous work that has attempted this goal. It describes the implementation of the Illuminated Design Environment as a platform that combines the advantages of physical and digital representation for the purposes of physical form design. The representational needs for the domain of landscape design are discussed and the implementation of Illuminating Clay, a tangible interface for landscape analysis, is described. The system is evaluated in the context of a landscape design class held at the MIT Department of Urban Studies and Planning, 2002. The thesis concludes with a discussion of the wider impact if the approach taken on the field of landscape design and computer aided design in general.
Benjamin Tarquinn Fielding-Piper.
S.M.
Schiessl, Simon Karl Josef 1972. "Acoustic chase : designing an interactive audio environment to stimulate human body movement." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/26919.
Full textIncludes bibliographical references (p. 58-60).
An immersive audio environment was created that explores how humans react to commands imposed by a machine generating its acoustic stimuli on the basis of tracked body movement. In this environment, different states of human and machine action are understood as a balance of power that moves back and forth between the apparatus and the human being. This system is based on spatial sounds that are designed to stimulate body movements. The physical set-up consists of headphones with attached sensors to pick up the movements of the head. Mathematic models calculate the behavior of the sound, its virtual motion path relative to the person, and how it changes over time.
by Simon Karl Josef Schiessl.
S.M.
Butler, Jade. "As you cannot hear the sound of losing researching the gambling environment through performance /." Full-text, 2008. http://eprints.vu.edu.au/1970/1/JadeButler_MastersThesis.pdf.
Full textIvanovskiy, Tim V. "Mining Medical Data in a Clinical Environment." Scholar Commons, 2006. http://scholarcommons.usf.edu/etd/3908.
Full textHarper, Cheryl. "Changes and Context in the Role of Women in the 1960s Visual Arts Environment: A Case Study." Master's thesis, Temple University Libraries, 2012. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/199591.
Full textM.A.
This thesis examines changes in gender attitudes between the years 1962 and 1967 as seen through the activities of a group of female volunteers at a regional community center, specifically the Fine Arts committee of the Arts Council at the Young Men's and Women's Hebrew Association in Philadelphia. I demonstrate how the women were conditioned both within and outside their community to accept a subservient role to husbands and male hierarchy. By considering two of the committee's major projects, one that took place in 1962 and the other in 1967, and examining the Jewish community's primary newspaper during the same period, I compare and contrast the attitudes of the female "volunteer" in general and this specific group of more rebellious housewives whose interests were focused in the visual arts. Between the two major projects, examples of sociological theory are examined in order to follow the paradigm shift towards emerging feminism. Over a period of five years these women reassessed their role as housewives, and many eventually participated in professional life outside the home. The specific accomplishments of the Fine Arts Committee are compared, from the first major exhibition in 1962, ART 1963/A New Vocabulary to the last significant project in 1967, the Museum of Merchandise.
Temple University--Theses
Paradis, Alain. "Mes clichés en éducation, ou, J'imagine + ma vie /." Thèse, Chicoutimi : Université du Québec à Chicoutimi, 1987. http://theses.uqac.ca.
Full textCanale, Kate. "Epicuria: The Dichotomy of Richmond's Urban and Suburban Landscape in a Market Environment." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2415.
Full textParé, François-Xavier. "Personal information management among office support staff in a university environment: an exploratory study." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=104610.
Full textDepuis la fin des années 1960, plusieurs études ont porté sur la gestion personnelle de l'information (GPI) en milieu de travail. Néanmoins, très peu d'études se sont penchées sur les comportements des employés de soutien tels que les commis de bureau ou les assistantes administratives. L'objectif de cette étude exploratoire était d'examiner les comportements de gestion documentaire d'employés de soutien dans une grande université canadienne. L'approche méthodologique utilisée est celle de la théorisation ancrée. Quinze entrevues en profondeur ont été menées dans le bureau des participantes, et des observations visuelles de leurs structures de documents ont été effectuées. Un questionnaire pré-entrevue a également permis de recueillir des informations additionnelles. Les participants ont été sélectionnés selon un principe d'échantillonnage théorique, et la collecte et l'analyse des données, menées en parallèle, se sont poursuivies jusqu'au point de saturation théorique. Les entrevues transcrites ont été codées, à la suite de quoi des concepts ont été dérivés et groupés en catégories, selon la méthode de la comparaison constante. Une théorie substantive a ensuite été développée.Les résultats suggèrent que le paysage documentaire de ces employés est composé de plusieurs espaces documentaires distincts: un répertoire principal, des répertoires secondaires, le bureau du système d'exploitation, le courriel, les documents papiers ainsi que les environnements partagés. Les habitudes des participants face à la gestion des fichiers orphelins, des versions multiples, au nommage des fichiers et répertoires ainsi qu'à la recherche et la navigation ont été décrites. En somme, malgré certains éléments en commun, des variations significatives ont pu être observées parmi les participants.Afin d'expliquer la variation observée, un modèle des facteurs pouvant influencer la GPI a été développé. Il comprend sept catégories de facteurs: nature de l'emploi, statut de l'emploi, documents existants, relation avec le ou la supérieur(e), caractéristiques de l'employé, contexte organisationnel et caractéristiques des documents. Plusieurs des facteurs identifiés dans cette étude n'avaient jamais été mentionnés dans la littérature sur la GPI, alors que dans d'autres cas les éléments présentés ici viennent confirmer les résultats d'études précédentes. Le modèle proposé met également en lumière la complexité inhérente à la GPI, et l'importance d'adopter une approche holistique dans l'analyse des comportements de GPI.
Cook, Duncan. "Art, agency and eco-politics : rethinking urban subjects and environment(s)." Thesis, Royal College of Art, 2014. http://researchonline.rca.ac.uk/1645/.
Full textKring, Jason P. "Communication Modality and After Action Review Performance in a Distributed Immersive Virtual Environment." Doctoral diss., University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4389.
Full textPh.D.
Department of Psychology
Arts and Sciences
Psychology
Ruberg, Daniel M. "Integrated Design Strategies: A Live-Work Industrial Arts Center for Cincinnati, Ohio." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367927851.
Full text