Dissertations / Theses on the topic 'The Internet of Toys'
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Michelan, Cristiane Simão. "Crianças, consumo e negociação de sentidos: modos de brincar, usos da TV e da internet." Pontifícia Universidade Católica de São Paulo, 2011. http://tede2.pucsp.br/handle/handle/2226.
Full textThe dissertation aims to investigate the consumption way of children in their relation with cultural goods, including toys, games, television and internet. Two analytical axes guide the reflection: first, the reconstitution and position taken in relation to the debate about childhood and tensions between some trends that advocate its "disappearance" and others that seek to analyze the changes inherent in contemporary conditions. The second axis concerns the mediations undertaken by the family, friends, school and by their own conceptions of the world that allow children to elaborate and re-elaborate - negotiate senses and meanings related to what they consume, not necessarily in an identical way as that the hegemonic media portrays. Although the cultural industry, with its contents and means of strong appeal and power of seduction, suggests lifestyles, the child, when making choices, does so mediated by repertoires and values obtained from their socialization process. The concepts contained in the British and Latin Americans cultural studies were used as theoretical-methodological references, through which it becomes possible to investigate the cultural context and the family, such as instances of mediation in the child's relationship with the media, and the need to understand the culture as everyday practice. Some of the ways through which children, aged between six and ten, relate to cultural products and assign various meanings to them, were searched and analyzed as methodological protocol and field research
A dissertação tem como objetivo investigar modos de consumo das crianças na relação com bens culturais, entre eles, brinquedos, jogos, televisão e internet. Dois eixos analíticos orientam a reflexão: o primeiro apresenta a reconstituição e tomada de posição diante do debate sobre a infância e as tensões entre algumas tendências que preconizam seu desaparecimento e outras que buscam analisar as transformações inerentes às condições de contemporaneidade. O segundo eixo diz respeito às mediações efetivadas pela família, amigos, escola e pelas próprias concepções de mundo, que permitem às crianças elaborarem e reelaborarem negociarem sentidos e significados relacionados àquilo que consomem, não necessariamente de forma idêntica àquela hegemônica veiculada pela mídia. Embora a indústria cultural, com seus conteúdos e formatos de forte apelo e poder de sedução, sugira estilos de vida, a criança, ao fazer suas escolhas, o faz mediada por repertórios e valores apreendidos em seu processo de socialização. Como referências teórico-metodológicas foram utilizadas concepções contidas nos estudos culturais britânicos e latino-americanos, por meio das quais se torna possível investigar os contextos culturais e a família, como instâncias de mediação na relação da criança com as mídias, e a necessidade de compreender a cultura como prática cotidiana. Como protocolo metodológico e pesquisa de campo foram buscadas e analisadas algumas das formas pelas quais as crianças, com idade entre seis e dez anos, se relacionam com alguns produtos culturais e a eles atribuem diversos significados
Tolley, Rebecca. "Toys." Digital Commons @ East Tennessee State University, 2012. https://www.amzn.com/1412988195.
Full textMALCOLM, KRISTINA L. "Adult Toys." Kent State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=kent1543840303700014.
Full textWhite, Lee Allen. "Nocturnal toys." Thesis, University of Iowa, 2017. https://ir.uiowa.edu/etd/5877.
Full textChaudhry, Mohsana A. "Increasing Number of Toys: A Case Study of Response Generalization across Novel Toys." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955028/.
Full textCarvalho, Luciano Gonçalves de. "Requisitos e testes de segurança para brinquedos inteligentes." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/100/100131/tde-15022018-003245/.
Full textToys are an essential part of our culture, and they have evolved over time. Currently, we can find in the market toys equipped with electronic circuits and sensors able to collect environmental and personal data from users. They are also able to automatically connect to communication networks through wireless network protocols in order to access mobile services aiming at customizing the gaming experience for each user. Known as smart toys, these are part of a so-called toy computing environment, consisting of a physical toy, a mobile device, which can be a tablet or smartphone, and a mobile app, which can control the physical toy and share information with mobile services. This new type of toy, which belongs to a new type of environment and also present characteristics of the Internet of Things, raises issues regarding information security which did not exist in conventional toys. Such issues, hence, should be treated in a way to avoid losses to the users of this technology. Accordingly, this research project presents twenty two (22) general security requirements identified following the Microsoft Security Development Lifecycle (SDL) and the threat modeling supported by the threat model STRIDE (Spoofing identity, Tampering with data, Repudiation, Information disclosure, Denial of service e Elevation of privilege). These requirements address security issues that smart toys should meet to avoid the main existent threats. All considered issues were extracted from the Childrens Online Privacy Protection Act (COPPA), General Data Protection Regulation (GDPR) and Personal Information Protection and Electronic Documents Act (PIPEDA). Furthermore, we have also identified a general set of security tests based on the SDL process to check whether the identified security requirements have been met. A further analysis of the smart toys currently available in the market and their publicly related security flaws give evidence of the importance of meeting the proposed security requirements and executing the proposed security tests to avoid several security problems
Parkhomenko, Y. "The age of smart toys." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40639.
Full textKanjo, Eiman. "Vision based interactive toys environment." Thesis, Abertay University, 2005. https://rke.abertay.ac.uk/en/studentTheses/51d23e19-8827-449d-a9a3-c372416f7795.
Full textKwan, Yet-man. "Toy museum." Hong Kong : University of Hong Kong, 1996. http://sunzi.lib.hku.hk/hkuto/record.jsp?B2594826x.
Full textChen, Yen-Fu. "Character design and marketing : designer toys /." Thesis website Online version of thesis, 2008. http://hdl.handle.net/1850/5754.
Full textTypescript. The accompanying CD-ROM includes sketches and Flash animations of all the characters. Includes bibliographical references (leaf 43).
Pinto, Paula Pereira, and Paula Pereira Pinto. "Criando sentidos com os Toys Art." Universidade Federal de Pelotas, 2015. http://repositorio.ufpel.edu.br:8080/handle/prefix/2876.
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O presente estudo tem como objeto de pesquisa o Toy Art, sendo investigado o uso desta linguagem como suporte para registros de percepções do corpo. A metodologia empregada foi de pesquisa-ação, pois esta pressupõe um envolvimento e participação direta da pesquisadora com o público investigado. A pesquisa teve como público participante uma turma de alunas da Pedagogia, com as quais se realizou pesquisa de campo com proposições instigando os cinco sentidos perante o mundo. Das experiências estéticas preendidas se criaram Toys Art. Na dissertação são apresentados o histórico e as características do movimento Toy Art, bem como produções contemporâneas nesta linguagem interligando-as a diferentes conceitos de lúdico. O texto traz ainda a apresentação da pesquisa de campo realizada e dos personagens criados pelas alunas da Pedagogia, juntamente com análise desta produção na intersecção com a criação em arte e educação estética. E, ainda, um debate sobre arte e educação, abordando a educação sensível e o desanestesiamento dos sentidos pela percepção do cotidiano. Como principais referenciais teóricos se tem Bondía (2002), Budnitz (2010), Duarte Jr. (2010), Maffesoli (1996, 1998, 2005), Ostrower (1990, 2012), Serres (2001).
This study aims at researching Toy Art. This language is investigated as support for registration of perceptions of the body. The methodology used was the researchaction, because this assumes involvement and direct participation of the researcher with the participants. The research had as target a group of Pedagogy students, with whom it was carried out a field research with propositions instigating the five senses before the world. Toys Art were created from esthetical experiences apprehended. In the thesis are presented the historical and features of the Toy Art movement, as well as contemporary productions in this language, interconnecting them to different ludic concepts. The text also brings the presentation of field research carried out and the characters created by the Pedagogy students, along with analysis of this production in the intersection with the creation in art and esthetical education. And, also, a debate about art and education, approaching sensitive education and invigorate senses by the perception of everyday events. The main theoretical references are Bondía (2002), Budnitz (2010), Duarte Jr. (2010), Maffesoli (1996, 1998, 2005), Ostrower (1990, 2012), Serres (2001).
Bathiche, Marie E. 1970. "Children's game and toy preferences : a contemporary analysis." Thesis, McGill University, 1994. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=68071.
Full textKudrowitz, Barry M., and William James 1980 Fienup. "The exploration of concepts for projectile toys." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/49333.
Full textThesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, September 2005 (first author); and, (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, June 2006 (second author).
(cont.) The second concept, eDarts, involved incorporating a capacitor powered micro-circuit and LED into foam darts similar to those used in the current line of Nerf® products. The eDarts created a tracer shot or laser bullet" effect when used in low light conditions. Safety, projectile mass, and axially symmetric loading were the greatest issues of concern. The final suggested eDart incorporated a standard DC power connection with a simple mechanical switch. The eDarts reached comparable distances to the current foam darts on the market. while maintaining a safe Kinetic Energy Density.
The goal of this research has been to develop new concepts for foam projectile toys. The team followed a standard design practice and brought two unique concepts to an alpha-prototype level. Through brainstorming sessions the team generated over 100 concepts of which the sponsor selected twelve high potential concepts for first order prototyping. Of these prototypes, the team chose two concepts worthy of refinement and further development. The operational principles of the highest potential concepts were thoroughly analyzed and developed through a series of prototypes. The first concept, Hopper Popper Activation, involved using a bi-stable rubber spring to propel foam balls. This concept created a simple, space-saving, and effective means of storing energy. The hopper popper was implemented in several devices, the most successful being a small hand held toy called the Hand Popper. The greatest issue of concern with the Hopper Popper Activated concepts was the force required to load the toy. The final design implemented a low friction system with a ball guiding channel to reduce this loading force. The final design required a lower operational force than the comparable product on the market, while capable of propelling foam balls 20% further.
by William J. Fienup and Barry M. Kudrowitz.
second author
S.M.
Bozhinova, Inna. "TOYS : time-domain observations of young stars." Thesis, University of St Andrews, 2017. http://hdl.handle.net/10023/12014.
Full textFrei, Philipp A. (Philipp Andres) 1975. "Curlybot : designing a new class of computational toys." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/61113.
Full textIncludes bibliographical references (leaves 81-83).
I introduce an educational toy, called curlybot, as the basis for a new class of toys aimed at children in their early stages of development - ages four and up. curlybot is an autonomous two-wheeled vehicle with embedded electronics that can records how it has been moved on any flat surface and then plays back that motion accurately and repeatedly. Children can use curlybot to gain a strong intuition for advanced mathematical and computational concepts, like differential geometry, through play outside a traditional computer. Preliminary studies show that children can create gestures quickly, allowing them to iterate on the patterns that emerge, and successfully understanding and solving problems with curlybot. Programming by demonstration in this context makes the educational ideas implicit in the design of curlybot accessible to young children. curlybot can also act as an expressive tool because of its ability to remember the intricacies of the original gestures: every pause, acceleration, and even the shaking in the hand is recorded and played.
by Philipp A. Frei.
S.M.
Fathallah, Paul. "The exploration of quieter actuation in animatronic toys." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44873.
Full textIncludes bibliographical references (p. 72-73).
The main objective of this research was to find ways to actuate animatronic toys quietly. A practical assessment was conducted to evaluate a variety of quieter actuation methods for animatronic toys for Hasbro®, the client. Also, an evaluation of acoustical enclosures was carried out to determine if they were an effective way to reduce the sound from gear-boxes and actuators that currently actuate the line of animatronic toys made by the client. Several actuation methods and enclosure materials were considered and evaluated based upon their performance, relative quietness, and their viability in the application into animatronic toys. Qualitative and quantitative comparisons were made of each of the actuation methods and were eliminated based upon their ability to satisfy the design constraints based upon their safety, acoustical performance, and ability to reproduce the life-like characteristics of the toys. Quantitative comparisons were made of each of the enclosure materials using a sound control box and a decibel meter to measure the output sound pressure level of each enclosure configuration. Among all the evaluated alternatives, from advanced actuation methods to acoustically attenuating enclosures, the acoustical enclosures performed the best. The acoustical performance rating of the polyurethane-neoprene based composite layering was far superior to the other materials tested, but was not the most economical of the acoustical enclosure materials. Acoustical enclosures can be implemented in the current line of animatronic toys and do not require any mold changes, modifications to the product architecture. Material acquisition and forming are the only steps needed to achieve the sound attenuation performance they effectively provide.
by Paul Fathallah.
S.M.
Wahlström, Edvin. "Toddlers and interactive media : Interactimals, Smartphone powerd toys." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-135796.
Full textLeonard, Roger, and Andrea D. Clements. "Parental Gender Typing of Toys and Play Behaviors." Digital Commons @ East Tennessee State University, 2002. https://dc.etsu.edu/etsu-works/7303.
Full textBremner, Pauline Ann Mary. "Gift-giving of toys from adults to children." Thesis, Robert Gordon University, 2015. http://hdl.handle.net/10059/1229.
Full textJackson, Shelly Lynn. "Adult student perceptions of traditionally sex-typed toys." PDXScholar, 1992. https://pdxscholar.library.pdx.edu/open_access_etds/4327.
Full textSilva, Francisco Fonseca e. "Internationalization process of Science4 you to the United Kingdom." Master's thesis, NSBE - UNL, 2012. http://hdl.handle.net/10362/9527.
Full textThis thesis analyzes and proposes the internationalization strategy of the Portuguese company Science4you to the United Kingdom focusing on its core business, educational scientific toys development. Science4you is a profitable and recently formed company that has already established international operations and is seeking to increase its external revenue streams by reaching other countries. The study scrutinizes the internal environmental context by examining the company history, objectives, operations functioning, industry key drivers and its competitive assessment. In view of the fact that Science4you has been considering the hypothesis of expanding its operations to the United Kingdom, this country was the main target of the study research. Nevertheless, the British toy market attractiveness was analyzed and compared to other potential candidates confirming that the United Kingdom represents a prosperous expansion opportunity. Furthermore a country macro-environmental and a British toy sector analysis were performed, allowing a detailed proposal of the implementation plan regarding the mode of entry, resources needed and the best way to explore the company capabilities in the United Kingdom, namely through the establishment of a direct exporting strategy.
Yeung, Wai-keung Ray. "Electronic toy industry in Hong Kong /." Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B19872185.
Full textHarsadi, Meryl Liu Tsailu. "A consumer participation approach to the design of functional collector toys by incorporating designer toy subculture." Auburn, Ala., 2009. http://hdl.handle.net/10415/1989.
Full textJensen, Michael T. "The development of new actuation systems for mechatronic toys." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/62990.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 39).
The actuation systems currently used in low-cost mechatronic toys have numerous areas for potential improvement. The development of a new actuation system that is more efficient, produces a more realistic product, or is cheaper has the potential to significantly increase both the quality of the final product and its market viability. Research into potential ways to improve these systems has resulted in three new potential technologies, flexible shafts, output switching, and voice coil actuators using flexural transmission. Each of these products is still in the initial stages of development, but each also has the potential to significantly increase the realism of current and future toys. The most developed of these ideas is use of voice coils with flexural transmissions. This system has the potential to generate significant torque outputs without large, multi-stage transmissions, potentially resulting in significant reductions in unwanted mechanical noise.
by Michael T. Jensen.
S.B.
Lin, Linda (Linda Lin) 1977. "Extending Sam : utilizing multiple toys to enhance interactive storytelling." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86686.
Full textLee, Leonard Whee-Chuen Lee-Loon Lee. "Money, beer, and toys : essays on consumer decision making." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37252.
Full textIncludes bibliographical references.
Essay 1: Shopping Goals, Goal Concreteness, and Conditional Promotions. We propose a two-stage model to describe the increasing concreteness of consumers' goals during the shopping process, testing the model through a series of field experiments at a convenience store. Using a number of different process measures (experiment 1), we first established that consumers are less certain of their shopping goals and construe products in less concrete terms when they are in the first (vs. second) stage of the shopping process. The results of experiments 2 and 3 next demonstrate that goal-evoking marketing promotions (e.g. conditional coupons) are more effective in influencing consumers' spending when consumers' goals are less concrete. Essay 2: Try It, You'll Like It: The Influence of Expectation, Consumption, and Revelation on Preferences for Beer. Patrons of a pub evaluated regular beer and "MIT brew" (the same regular beer with some balsamic vinegar) in one of three conditions. One group tasted them blind (the secret ingredient was never disclosed). A second group was informed of the contents before tasting. A third group learned of the secret ingredient immediately after tasting, but prior to indicating their preference.
(cont.) Not surprisingly, preference for the MIT brew was higher in the blind condition than either of the two disclosure conditions. However, the timing of the information mattered substantially. Disclosure of the secret ingredient significantly reduced preference only in the before condition, when it preceded tasting, suggesting that disclosure affected preferences by influencing the experience itself, rather than by acting as an independent negative input or by modifying one's retrospective interpretation of the experience. Essay 3: In Search of Homo Economicus: Preference Consistency, Emotions, and Cognition. Understanding the roles of emotion and cognition in forming preferences is critical in helping firms choose effective marketing strategies and consumers make appropriate consumption decisions. In this work, we investigate the role of the emotional and cognitive systems in preference consistency (transitivity). Participants were asked to make a set of binary choices under conditions that were aimed to tap emotional versus cognitive decision processes.
(cont.) The results of three experiments consistently indicate that automatic affective responses are associated with higher levels of preference transitivity than deliberate cognitive considerations, and suggest that the basis of this central aspect of rational behavior-transitivity-lies in the limbic system rather than the cortical system.
by Leonard Whee-Chun Lee-Loon Lee.
Ph.D.
Lygina, Natalya. "Educational Scientific toys for children of 5-10 years." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2015. http://hdl.handle.net/10400.5/13584.
Full textHansen, Felicia. "Toys''R''Cloth : An alternative interpretation of Kente cloth." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-23505.
Full textFourrié, Nadia. "Interet des observations du sondeur satellitaire tovs pour l'analyse et la prevision des depressions pendant fastex." Paris 6, 2000. http://www.theses.fr/2000PA066509.
Full textKern, Bretton J. "Vibrant amusement." Morgantown, W. Va. : [West Virginia University Libraries], 2010. http://hdl.handle.net/10450/11159.
Full textTitle from document title page. Document formatted into pages; contains v, 37 p. : col. ill. Vita. Includes abstract. Includes bibliographical references (p. 34).
Tursic, Semir. "Smarta leksaker : Viktig faktorer vid utformandet av en digital checklista kring säkerhetsriskerna med smarta leksaker och vad som bör göras för att säkra dem." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15639.
Full textWooldridge, Michaela Birgitta. "Playing with technology : mother-toddler interaction and toys with batteries." Thesis, University of British Columbia, 2010. http://hdl.handle.net/2429/23711.
Full textSödergren, Carin. "How stimuli by toys affect pigs growth, health and welfare." Thesis, Högskolan på Gotland, Institutionen för kultur, energi och miljö, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-731.
Full textEvjen, Benjamin. "Comfort Toys: Coping Tools for Children with an Epileptic Parent." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4252.
Full textWoodyer, Tara Louise. "Playing with toys: the animated geographies of children's material culture." Thesis, Royal Holloway, University of London, 2010. https://researchportal.port.ac.uk/portal/en/theses/playing-with-toys(9ad9239a-5de3-4c5f-8087-e52c4c65225e).html.
Full textSnyder, Tara D. "The effects of toy exposure on children's prosocial and antisocial behavior." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-09122009-040431/.
Full textSquellati, Jessa. "Nipomo Toys for Tots drive public relations campaign : to gain media coverage for holiday toy donations and the third annual toys for tots benefit golf tournament /." Click here to view, 2009. http://digitalcommons.calpoly.edu/joursp/2.
Full textProject advisor: Doug Swanson. Title from PDF title page; viewed on Jan. 13, 2010. Includes bibliographical references. Also available on microfiche.
Suner, Sedef. "Preschool Children As A User Group: Design Considerations For Musical Toys." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614074/index.pdf.
Full textgovernments
Bevans, Rebecca L. "Playful interactions with toys and pictures by infant cross-fostered chimpanzees." abstract and full text PDF (UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1433379.
Full textWolowic, Jennifer. "Research tools or collaborative toys? cameras and participatory research with youth." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/1601.
Full textMeuret, Brienna. "Effects of Video Modeling on Preference and Reinforcer Value for Toys." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6118.
Full textBunow, Miriam Jennie. "The archaeology of childhood toys in 19th century upstate New York /." Diss., Online access via UMI:, 2009.
Find full textBayona, Palma Carla Alejandra, Revoredo Renato Alessandro Chopitea, Navas Jimena Alejandra Dios, Urteaga Andrea Rocío Terzi, and Granda Sebastian Miguel Valladares. "La bolsa de juguetes." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651757.
Full textIn this work the viability of the Toy Bag business is sought, as an online platform that allows movements between the toys, furniture and accessories of children between 0 and 10 years. To validate the following work “The Toy Bag”, a market investigation was carried out, through different sources such as Lima families with children. In this investigation it was found that the Peruvian consumer is more prone to make purchases online. The trend of online shopping in Peru has been slower; However, more and more Peruvians make online purchases, with the benefit that they do not have a preference for online brands, so they are likely to experiment with new brands. With interviews with potential clients, we have detected that since they are first-time parents, they prefer to buy everything new and well-known brands, but when the second child arrives they know that buying toys, furniture or accessories is a large and, often, unnecessary expense. The profiles of our consumers are fathers, mothers or guardians of children from 0 to 10 years. Finally, with the financial analysis of the development of the Toy Exchange, the project is considered viable from the second year.
Trabajo de investigación
Park, Miles Adam. "Xxxianity : "a safe, non-pornographic place to shop for all your Christian sex toy and romance needs" /." MSU Only Available Electronically, 2009. http://etd.missouristate.edu/campus/Park.Miles-2009-SP.pdf.
Full textFeuerbacher, Erica Nan Rosales-Ruiz Jesus. "Natural concepts in the domestic dog." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/ark:/67531/metadc12123.
Full textOliveira, Gabriela Areias de. "A adoção de smart toys em Portugal : perceções e consumos das famílias." Master's thesis, 2018. http://hdl.handle.net/10400.14/27675.
Full textThe main objective of this study is to evaluate how the new typology of toys, smart toys, are being adopted by Portuguese families. As a consequence of a society driven by the Internet of Things, the toy market is living a moment of deep technological changes. Thus, we would like to find out how Portuguese families are receiving this change through an analysis of the perceptions of the different members of families, parents and children, in what concerns this subject, and to understand the role of children as influencers of decision-making in the purchase of these products. The research started with a literature review, which aimed to clarify the new trends in consumer behaviour, focusing on family buying behaviour and child consumer behaviour, followed by a brief analysis on the evolution of children marketing. Finally we analysed the evolution of the toy market and presented the concept of smart toy. The empirical work adopted an interpretative and qualitative approach, based on semistructured interviews applied to Portuguese families with children aged between 5 and 10 years old. The selected sample was an intentional sample of 22 families from Lisbon and Porto, upper middle class and users of digital technologies. The study concluded that the smart toys market is still in its initial stage in Portugal. Some smart toys adopters were found but they are still scarce. The study revealed that families are still hesitant about adopting these kinds of toys for two reasons: price-quality ratio and the potential benefits they may have for their children. As for children, they show themselves curious and influence their parents to buy smart toys. However, it was found that after acquiring the toy, children easily lose interest and that they are not particularly attracted by the characteristics of the toys.
Lu, Yi-Ting, and 呂宜庭. "The Design of a New Interactive Toy for Teaching about the Internet of Things." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/3m8f2c.
Full text大同大學
資訊工程學系(所)
105
Along with the rapid development of information technology, computer science education has drawn a lot of attention with regard of school curriculum from kindergarten through high school. In 2016, US President Obama addressed this trend with an initiative, “Computer Science for All”, which amplifies the need of helping children and youngsters thrive in emerging digital economy. Going by the recent trend in information technology, the Internet of Things (IoT), enables everyday objects with computing and networking capabilities. It is rapidly changing the way that society utilises and experiences information technology. What if children learn IoT just like they are playing with toy blocks? Could it be possible to build an ideal IoT world and everyone could benefit from it? The study showcases a set of interactive blocks, which enables children to build up simple IoT applications via their imagination. The aim of this study is not only provide children a new way to learn through play, but also be able to innovate through play. Several two to three hours long workshops where participants delve into the design process and working in teams to better understand the effect of the blocks were hosted. The feedback indicates this approach is effective in terms of inducing more attention on their everyday activities during the play. ters, create new computers, use of scientific and technological innovation to change the world.
Wang, Jin-Chwan, and 王金傳. "Case Study of Education Toys’ Design - Combination Toys." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/61351053704693447639.
Full text大葉大學
設計研究所碩士在職專班
93
Children grows with toy, toy is important for promote on study and education for children. Giving good enlightenment when they were in infant stage improves development of brain. Gears are often-used mechanical parts, and are extensively used in transmission. It is one of the common sense in our daily life. This study focuses on combination toys, its human interface and children recognition. Base on existing gear toys and geometric combine toys’ parts, this study uses experiment to observe children’s behaviors and favorites. Participates used toy parts to construct a specific object during the investigation. The result shows that although children are interested in gear toys, they do not prefer its interface, manipulation. The degree of difficulty of gear toy affects their usability. Through individual observation and the questionnaires, this study utilized innovation techniques to redesign toy by transfer and combine. The new interface design combines the advantage from both blocks and gear toys. At last, we compare original design and redesign. It indicated there is significant improvement for children satisfaction. The development of toys should considering children’s requirements to reduce children’s problem result from products usage.
張雄健. "Childern Playing With Electric toys and Non-Electric toys Pretend Behavior Research." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/03860452729728845859.
Full textHuang, Wei-Cheng, and 黃韋誠. "Redesign of Recycle Toys." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/fae6u6.
Full text實踐大學
工業產品設計學系碩士班
103
The idea of green design has been put into effect for decades, and it is no longer a style or a slogan in design industry; instead, a basic principle through design processes. Mostly, it is common to think that the best solution for environment is to deal with the materials and technics. However, it is easy to neglect when products reach the point of sale terminals, people will face the issue of abandonment and elimination. Therefore, if those over-produced and abandoned readymade products can be recycled and reproduced, and even better, "upcycled" under the goal of “non-waste”, it is much possible to achieve the balance in “industrial ecosystem”. Thus, basic on the idea above, this thesis suggests to use recycled toys as the main material for design creations, and to organize the way to positioning and presenting them. The most important is to make them become new creations with their original characteristics through design thinking and the point of view of art. Finally, by evaluating the credits of these creations according to the results of statistical analysis, this thesis sets a guideline for further concepts in design and academic research.