Дисертації з теми "Science and Design"

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1

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.
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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2

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)
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
CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
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 desenvolvida com rigor e que é passível de debate e verificação. É neste âmbito que um método de pesquisa robusto se torna imprescindível para o sucesso na condução de um estudo. Este estudo busca contribuir para a comunidade de Engenharia de Produção argumentando pela necessidade de adotar-se um método de pesquisa centrado na evolução de uma “Ciência do Projeto” (Design Science), evidenciando seu sentido e suas formas de operacionalização. Para desenvolvimento deste estudo utilizou-se uma abordagem metodológica teórico-conceitual fundamentada em ampla revisão da literatura. A partir da revisão da literatura, foi possível verificar que os conceitos da proposta metodológica associada à pesquisa em Design Science, são pertinentes e aplicáveis à Engenharia de Produção. O trabalho apresenta um histórico conceitual a respeito da Design Science e da Design Science Research, a importância da definição das Classes de Problemas e dos Artefatos gerados no âmbito da pesquisa, e os principais passos para operacionalizar a Design Science Research. Para aprofundar o entendimento da pauta em questão, o trabalho também propõe comparações e análises sobre a Design Science e a sua relação com as ciências tradicionais. Ao final, o estudo busca apresentar alguns cuidados para a utilização e validação da Design Science Research.
To ensure that research is recognized as potentially relevant and solid, by both academic field and society in general, it must demonstrate that it was developed with rigor and is liable to debate and verification. It is in this context that a robust research method becomes essential to successfully conduct a study. This study seeks to contribute with the Production Engineering community debating the need to adopt a method of research focused on the evolution of Design Science, showing its meaning and its ways of operation. For this study was used an approach based on theoretical and conceptual extensive literature review. From the literature review, was possible to assert that the concepts associated with the proposed methodological research on Design Science are relevant and applicable to Production Engineering. This dissertation presents a conceptual history about the Design Science and Design Science Research, the importance of defining the Classes of Problems and Artifacts generated from a research, and key steps to operationalize the Design Science Research. To deepen the understanding of the staff concerned, this study also proposes comparisons and analyzes on the Design Science and its relationship with the traditional sciences. Finally, the study discusses some attenttion points for the use and validation of Design Science Research.
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3

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 regarding its nature and scope. Following this, a formal definition of design and a conceptual model of design projects are constructed. The definition incorporates seven elements – agent, object, environment, goals, primitives, requirements and constraints. The conceptual model views design projects as temporal trajectories of work systems, in which human agents design systems for stakeholders, using resources and tools. This provides a detailed, defensible basis for theoretical and empirical software design science research. The second essay addresses the difficulties of empirical software design science research by elucidating a broad, bipolar conflict in design literature between two incompatible beliefs: 1) the belief that design is an innately cognitive, approximately rational, plan-centered activity (Reason-Centric Perspective); 2) the belief that design is an emergent phenomenon, improvised through continual interaction between agents and environments (Action-Centric Perspective). Each perspective is operationalized through a software design process theory: the Function-Behavior-Structure Framework (chosen for the Reason-Centric Perspective) and the Sensemaking-Coevolution-Implementation Framework (proposed for the Action-Centric Perspective). The third essay presents a survey study comparing these perspectives and theories. Responses from 1384 software development professionals in 65 countries indicate that the Sensemaking-Coevolution-Implementation Framework more accurately describes the structure and organization of their design processes than the Function-Behavior-Structure Framework. Gender, education, experience, nationality, occupation, team size, project duration, firm size, methodologies in use, and the nature of the software had no measurable effect on this finding. This supports a theory of the design process’s structure and organization and facilitates several streams of empirical research including studies of design project success.
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4

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, demonstrated through the use of knowledge associated with declarative, schematic, and strategic cognitive demand when in engaged in DBS activities. The purpose of this study was to determine what relationships exist between engagement in DBS and changes in students' depth of understanding of the science concepts associated with the development of design solutions. Specifically, the study determined how students' abilities to demonstrate an understanding of the science concepts, required by assessments of different cognitive demand, change as they were engaged in a design-based science unit associated with heat transfer. Utilizing two assessment instruments, a pre/post-1/post-2 test and content analysis of student design portfolios based on Wells (2012) and utilizing Li's (2001) system to code student responses, the following research question was addressed: What changes in students' science concept knowledge (declarative, schematic, and strategic demand) are evidenced following engagement in design based learning activities? Although the results are not generalizable to other populations due to the limitations associated with the study, it can be concluded that design based learning activities incorporated in science courses can foster higher order thinking. Results from the study suggests that students' abilities to demonstrate their understanding of certain science concepts through higher order thinking, including utilizing concept knowledge strategically in open-ended problem solving, increased following engagement in design based learn activities. Results have implications in technological/engineering design education, in science education, and in integrative STEM education. Implications include the utility of design portfolios as both an assessment instrument and learning tool to ensure that concept knowledge is explicitly connected to and used in the design activity.
Ed. D.
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5

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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6

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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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 through design with Floracaching illustrates how a number of cooperative techniques—especially contextual inquiry, prototyping, and focus groups—may be applied in a research through design setting. Four suggestions for collaborative research through design (recruit from a range of relevant backgrounds; take flexibility as a goal; enable independence and agency; and, choose techniques that support agreement or consensus) are offered to help others who wish to experiment with this new approach. Applying collaborative research through design to Floracaching yielded a new prototype of the application, accompanied by design annotations in the form of framing constructs for designing to support mobile, place-based citizen science activities. The prototype and framing constructs, which may inform other designers of similar citizen science technologies, are a second contribution of this research.

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7

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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8

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 över 40 000 studenter, 6 200 anställda, 130 utbildningsprogram och 2000 fristående kurser. Kursplaneringen bedrivs med hjälp av enanvändarsystem där man är beroende av ett antal nyckelpersoner för att planeringen skall fungera. Uppsatsens syfte är att undersöka och belysa den problematik som finns i samband med utveckling av planeringssystem genom att utveckla en prototyp för ett kursplaneringssystem. Den forskningsstrategi som används är Design Science och den utvecklingsmetodik som används är Scrum. Prototypen har utvärderats regelbundet under utvecklingen genom formativ utvärdering. Uppsatsens kunskapsbidrag utgörs av metodkunskap som visar hur Scrum och Design Science kan kombineras samt modellkunskap som visar den grundläggande strukturen för ett kursplaneringssystem.
Development of planning system is a complex design problem that requires both a high degree of flexibility but also structure. In the context of planning, there are several actors, activities and resources that must be considered. Expertise in planning is often concentrated in a few key individuals. It is therefore no coincidence that many businesses, organizations and even universities currently conducts its planning in proven single-user system like Excel even though there is a strong need for standardized multi-user system. Uppsala University is no exception, despite its size, with over 40,000 students, 6,200 employees, 130 programs and 2000 courses. Course planning is conducted using single-user system and which is dependent on a number of key individuals to plan to work. The essay aims to investigate and illustrate the problems that are associated with the development of the planning system by developing a prototype of a course scheduling system. The research strategy used is Design Science and the development methodology that is used is Scrum. The prototype has been evaluated regularly during development through formative evaluation. The essays knowledge contribution is methodological knowledge that shows both how Scrum and Design Science can be combined and model knowledge, which shows the basic structure of a course scheduling system.
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9

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
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, permitindo aos educadores motivar, mais facilmente, os seus alunos. Através da Design Science Research, foi desenhado um artefacto com o objetivo de educar crianças para a sustentabilidade ambiental e para as questões ambientais mais pertinentes. Este artefacto consiste num sistema gamificado, que poderá ser aplicado em contexto escolar. O artefacto foi validado através de seis entrevistas ao público-alvo e a especialistas. Essas entrevistas tiveram como objetivo compreender a adequação das técnicas utilizadas ao público-alvo e, se estas poderão solucionar o problema identificado. Através destas, foi possível perceber que a gamificação pode ser um motivador eficaz para as crianças. Dado que a solução desenhada lhes permite aplicarem os conhecimentos adquiridos quase imediatamente, os jogadores/alunos estão a consolidar os conceitos adquiridos de uma forma muito interativa e intuitiva. A utilização de jogos no ensino mostrou ser uma mais valia não só para os alunos como também para os professores, através da análise da informação recolhida pelo sistema.
It is imperative to change the way we consume and dispose of the waste that comes from it, and children are the most powerful engine for this change. Thus, it is important to know this generation and adapt the way we address them. The Alpha generation was born, and is developing, surrounded by technology and is very easily motivated by its characteristics. As such, it is important to include tools that excite and captivate this generation. Gamification is a technique that can be a very powerful complement to teaching, allowing educators to more easily motivate their students. Through Design Science Research, an artifact was designed with the purpose of educating children on environmental sustainability and some of the most relevant environmental issues. This artifact is a gamified system, that can be applied in a school context. The artifact was validated through six interviews with the target audience and specialists. Those interviews aimed to understand the adequacy of the techniques used to the target audience and, if those could be a solution for the identified problem. Through these it was possible to realize that gamification can be an effective motivator for children. Given the fact that the designed solution allows them to apply their acquired knowledge almost immediately, players/students are consolidating the acquired concepts in a very interactive and intuitive way. The use of games in teaching was proven to be an asset not only for students but also for teachers, through the analysis of the data collected by the system.
info:eu-repo/semantics/publishedVersion
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10

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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11

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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12

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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13

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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14

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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15

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 communication undermine public understanding of science. This thesis project draws on social science, rhetoric, and communication design to develop and evaluate communication strategies that both compete with science denial narratives and stand on scientific evidence to make the truth more compelling than its alternative. These strategies are in turn made actionable and prototyped as a set of guidelines and exercises for scientists and those who communicate on their behalf.
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16

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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17

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 hi-fi prototype was based both on the lo-fi test results and the identified cognitiveprinciples. The hi-fi prototype was again tested using think aloud tasks and a semi-structuredinterview. Three experts along with three novice participants were recruited. Opinions and thoughtsfrom the test were transcribed and categorized using combined deductive and inductive coding. Theresults of the analysis were used to answer our research question: does the use of cognitiveprinciples in designing the map layer panel of Umeå municipality's webGIS resolve the previouslyidentified usability issues? While two of the PAs seems to have been resolved in the new design, forthe other two there still seems to be some unresolved issues. It can be discussed if the unresolvedissues were due to lack of functionality of the prototype or inadequacy of the cognitive principles.
Denna studie har fokuserat på att använda kognitiva principer i design, för att försöka lösa de fyraproblemområden (PO) som finns i kartlagerpanelen i Umeå kommuns webGIS. En litteratursökninggjordes och identifierade kognitiva teorier som fungerade som principer för att genomföra designval.Fyra low fidelity (lo-fi) prototyper skapades. Lo-fi-prototyperna testades med hjälp av tänka-högtuppgifter och en semistrukturerad intervju. Sex deltagare, tre experter och tre nybörjare användes.Deltagarens åsikter och tankar samlades för att möjliggöra utvecklingen av en high fidelity (hi-fi)prototyp. Hi-fi-prototypen baserades på lo-fi-resultaten och de kognitiva principerna.Hi-fi-prototypen testades med tänka-högt uppgifter och en semistrukturerad intervju. Tre experterrekryterades tillsammans med tre nybörjare. Åsikter och tankar från testet transkriberades ochkategoriserades med hjälp av kombinerad deduktiv och induktiv kodning. Resultaten av analysenanvändes för att besvara vår forskningsfråga: löser användningen av kognitiva principer vidutformningen av kartlagerpanelen i Umeå kommuns webGIS de tidigare identifieradeanvändbarhetssvårigheter som identifierats? Huvudsakligen verkade det som att två problem ärlösta, när det gäller de andra två problemen verkade det fortfarande finnas svårigheter. Bland annat,diskuterades det om de olösta frågorna berodde på bristande funktionalitet i prototypen ellerotillräckliga kognitiva principer.
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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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19

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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Анотація:
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 hi-fi prototype was based both on the lo-fi test results and the identified cognitiveprinciples. The hi-fi prototype was again tested using think aloud tasks and a semi-structuredinterview. Three experts along with three novice participants were recruited. Opinions and thoughtsfrom the test were transcribed and categorized using combined deductive and inductive coding. Theresults of the analysis were used to answer our research question: does the use of cognitiveprinciples in designing the map layer panel of Umeå municipality's webGIS resolve the previouslyidentified usability issues? While two of the PAs seems to have been resolved in the new design, forthe other two there still seems to be some unresolved issues. It can be discussed if the unresolvedissues were due to lack of functionality of the prototype or inadequacy of the cognitive principles.
Denna studie har fokuserat på att använda kognitiva principer i design, för att försöka lösa de fyraproblemområden (PO) som finns i kartlagerpanelen i Umeå kommuns webGIS. En litteratursökninggjordes och identifierade kognitiva teorier som fungerade som principer för att genomföra designval.Fyra low fidelity (lo-fi) prototyper skapades. Lo-fi-prototyperna testades med hjälp av tänka-högtuppgifter och en semistrukturerad intervju. Sex deltagare, tre experter och tre nybörjare användes.Deltagarens åsikter och tankar samlades för att möjliggöra utvecklingen av en high fidelity (hi-fi)prototyp. Hi-fi-prototypen baserades på lo-fi-resultaten och de kognitiva principerna.Hi-fi-prototypen testades med tänka-högt uppgifter och en semistrukturerad intervju. Tre experterrekryterades tillsammans med tre nybörjare. Åsikter och tankar från testet transkriberades ochkategoriserades med hjälp av kombinerad deduktiv och induktiv kodning. Resultaten av analysenanvändes för att besvara vår forskningsfråga: löser användningen av kognitiva principer vidutformningen av kartlagerpanelen i Umeå kommuns webGIS de tidigare identifieradeanvändbarhetssvårigheter som identifierats? Huvudsakligen verkade det som att två problem ärlösta, när det gäller de andra två problemen verkade det fortfarande finnas svårigheter. Bland annat,diskuterades det om de olösta frågorna berodde på bristande funktionalitet i prototypen ellerotillräckliga kognitiva principer.
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20

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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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 “physics first” 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 the early years of high school to support changing the sequence. Using a quasi-experimental, quantitative research design, the purpose of this study was to investigate the impact of science course sequencing on student achievement in math and science at a school district that offered both course sequences. The Texas state end-of-course exams in biology, chemistry, physics, algebra I and geometry were used as the instruments measuring student achievement in math and science at the end of each academic year. Various statistical models were used to analyze these achievement data. The conclusion was, for students in this study, the sequence in which students took biology, chemistry, and physics had little or no impact on performance on the end-of-course assessments in each of these courses. Additionally there was only a minimal effect found with respect to math performance, leading to the conclusion that neither the traditional or “physics first” science course sequence presented an advantage for student achievement in math or science.

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21

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 to the abstract notion of biodiversity. The final concept is inspired by expert and user insights gathered through ethnographic research methods. The resulting design concept is a service and product eco- system that is based in the field of soundscape ecology.
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22

Gingold, Chaim. "Play Design." Thesis, University of California, Santa Cruz, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10140206.

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This thesis argues that it is productive to consider playthings, playmates, playgrounds, and play practices as constituting a set with shared design characteristics.

Before turning to the case studies that lead to the principles of play design, we must first address two foundational methodological points:

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, Play, we review the literature on play, reconciling multiple perspectives and definitions, and distill seven play characteristics that underpin the thesis.

Second, in order to analyze software, we must have methods for doing so. Chapter 2, Software, advances an analytical framework for this purpose. This is a methodological contribution to the nascent field of software studies, which seeks to interpret the semi-visible infrastructure of computing that mediates modern life, from our bodies and our most intimate relationships to our public and political lives. To link software to play, I introduce an additional analytical framework for considering software as a resource for play.

Will Wright created SimCity to amuse himself and learn about cities. To build it, he appropriated from multiple traditions in which computers are used as tools for modeling and thinking about the world as a complex system, most notably system dynamics and cellular automata. Wright’s make believe play was scaffolded by these software practices, which offered inspiration and guidance, as well as abstract computational primitives for world building. Chapters 3–5 trace the historical contexts and origins of SimCity’s many design influences, from system dynamics (chapter 3) and cellular automata (chapter 4)—two very different ways of seeing, thinking about, and computationally representing the world—to Pinball Construction Set and Raid on Bungling Bay (chapter 5).

Taking up the evolution of software in this way allows us to see how it is formed, what it is made of, and how ideas are embedded within and perpetuated by it. Deconstruction also helps us to understand software as a medium of dynamic representation, a scaffold for thought, an aesthetic experience, and its appeal as a resource for play.

In Chapter 5, SimBusiness, I give a historical account of SimCity’s creation and the social circumstances that shaped its design, and sketch the history of Maxis, the company that marshaled and published SimCity. The trajectory of Maxis offers a parable about play and creativity. We see in Maxis’s formation and unraveling the inescapable tension between play and capitalism, and between intrinsic and extrinsic play—the private autotelic play that innovates and creates, and the public play of player-consumers that pays the bills.

Chapter 6, SimCity, completes the SimCity case study by considering it as play artifact and experience. Using extensive diagrams that translate and map its code, I perform a close reading of SimCity, explaining how it conjures the illusion of a miniature living city, and how this living world scaffolds play.

Two non-digital examples round out the play design case studies. In chapter 7, City Building Education, we look at Doreen Nelson’s practice of building and role playing model cities with children in classrooms. Nelson’s simulation is an excellent counterpoint to Wright’s, and their comparison elucidates many play design principles. Chapter 8, Adventure Playground, looks at an unusual playground in which children build with junk, and play with risks and materials, like wood, paint, and nails, that are typically withheld from them. In addition to illuminating principles of play design, the adventure playground tradition reveals play’s “refructifying” (Sutton-Smith 1999) capacity to sweep up everything, even the detritus of civilization, and creatively reimagine it. Conceived amidst the darkness of World War II, adventure playgrounds illustrate how life transcends ruin through play—an important lesson for the 21st century’s unfolding challenges.

In chapter 9, Play Design, I articulate play design principles drawn from the case studies. The principles are analytical, enabling us to see how play is scaffolded, as well as generative, prescribing design strategies for scaffolding play. This analytical-generative pairing enables us to deconstruct the design of a plaything, and transfer these design techniques to a new project—a technique that should be of interest to the educators, marketers, and designers of all stripes who have often envied the deep focus, enthusiasm, and pleasure afforded by make believe caves, dungeons, cities, and computationally animated living worlds. Play design is also deeply relevant to new embodiments of computation on the horizon, such as augmented reality and tangible dynamic media. Play is profoundly appropriative, and good play designs teach us how to robustly accommodate unpredictable environments and activities. (Abstract shortened by UMI.)

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23

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 try to address this problem by presenting several static approaches that can help the developer of a concurrent system during the design phase. In the first part of the thesis we present an approach that can analyze an existing concurrent system design to detect potential deadlock situations. This is done by mapping object interaction diagrams such as sequence diagrams to System Synchronization Hasse diagrams, which are then analyzed to detect deadlock cycles. Since the approach is static, it is overly pessimistic, meaning that it is possible that the algorithm detects a deadlock that, in reality, cannot occur. On the other hand, if the algorithm cannot detect any deadlocks, the developer can be sure that the design is deadlock-free. In the second part of the thesis we show how a concurrency-enriched specification can be transformed into a system application-level consistent design. The approach starts with concurrency-aware OCL-based operation schemas that describe all system functionality using pre-, rely-, and post-conditions. These schemas are then mapped to Rely diagrams. Based on the rely diagrams, sequence diagrams describing the concurrent system design are elaborated. The approach uses locks to ensure consistency and deadlock freedom. We then further show how these locks can be used to enforce certain fairness policies. The usefulness of our approach is demonstrated
L'élaboration d'une bonne architecture dans un système concurrent est une tâche extrêmement difficile. Ceci s'explique par un nombre infini de combinaison de comportement d'exécution possible causé par l'interaction des processus exécutant de fac¸on concurrente (ou pseudoconcurrente). La consistance de donnée, l'interblocage, l'insuffisance de ressources et le partage juste des ressources sont les problhmes les mieux connus dans les environnements concurrents. La vérification exacte d'une architecture de système concurrent est une solution très dispendieuse, nécessitant des analyses de comportement d'exécution qui s'avère beaucoup trop coûteux. Cette thèse adresse ce problème en proposant plusieurs techniques statiques qui peuvent aider un développeur d'un système concurrent pendant la phase d'analyse. Dans la première partie de cette thèse, nous présentons une technique qui permet d'analyser l'architecture d'un système concurrent existant pour y découvrir des situations potentielles d'interblockage. Cette analyse nécessité le mappage de diagrammes d'interaction d'objet, tel que les diagrammes de séquence, à des diagrammes de Synchronisation de Systhme Hasse, qui peuvent être analysés à leur tour pour y découvrir des interblockages. Puisque la technique est statique, elle est sur-pessimiste. Donc, elle peut trouver des interblockages qui n'existe pas vraiment. Cependant, si aucun interblockage est trouvé, alors le programmes peut être assuré qu'aucun interblockage ne s'y trouve. Dans la deuxième section de la thèse, nous démontrons comment des spécifications munies d'information concurrent, peut être transformées en spécification sans problème d'interblockage. Cette technique débute avec des schémas opérationnels OCL munies d'information concurrent, qui décrivent toutes les fonctionnalités du système avec les préconditions, les poste-conditions et les conditions de dépendance. Ces schémas sont alors mappés à$
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24

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
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 competividade territorial. É neste contexto que discutimos o papel da Design Factory (DF) e do Design no PCI, com a ambição de estimular um ambiente relacional de uma rede de parceiros com entendimentos holísticos sobre os papeis da inovação e do Design. Metodologicamente combinamos a análise teórica com o trabalho de campo etnográfico com recurso a análise descritiva e análise qualitativa. A dimensão da amostra usada assim como a natureza desta pesquisa pede o modelo indutivo informado pela codificação das relevâncias estruturais. As interpretações das relevâncias estruturais guiaram a demonstração e a apresentação das várias interpretações, as quais são fundamentadas na informação coletada e dão indicações claras sobre os vários papeis do Design em organizações como o PCI. A informação coletada mostra evidência que as organizações que integram o Design nos mais altos níveis decisórios têm sido consistentemente as organizações mais bem-sucedidas. Esta pesquisa apresenta três cenários resultantes de três entendimentos diferenciados relativamente ao papel do Design em organizações como o PCI e propõe o cenário em que a Gestão Estratégica do Design é entendida por todos nos diferentes níveis de decisão, começando nos mais altos níveis de decisão na organização, assim como é percepcionada em toda a organização enquanto facilitadora para a inovação em sistemas de negócio abertos e dinâmicos. No sentido de diferenciar o PCI de organizações similares, sugerimos uma alteração da designação do PCI para: Design Innovation Park. Na conclusão defendemos que todos os parceiros envolvidos nesta organização são de facto parte de uma rede sustentada na competição e sustentabilidade, particularmente em Portugal e Brasil, para os quais será relevante entender o Design enquanto facilitador para estimular a estratégia, sustentabilidade e competividade.
This thesis focuses on the different scenarios of Design management models beyond the design approaches guided only by an understanding of design informed by its formal and morphological qualities. In this thesis Design is perceived as a factor to take in consideration for strategic management of the Creative Science Park (CSP). Departing from the Triple Helix model (TH) we studied the CPS aiming to contribute for making it better positioned for managing the flows of knowledge, technologies and innovation leading to the effective implementation of these flows in the industry and territorial competiveness. In this context we discuss the role of Design Factory (DF) and of Design at the CSP aiming at stimulating a relational environment of partners network with holistic approaches and praxis concerning the roles of innovation and Design. Methodologically we integrated theoretical framework and ethnographic approaches in the field by means of descriptive and qualitative analysis. The sample size used and the nature of this research calls for an inductive approach, informed by the encoding of structural relevancies. The interpretation of structural relevancies guided the demonstration and presentation of various interpretations grounded on the collected data and gave clear indicators concerning the multiple roles of Design in organizations such as CSP. The collected data shows evidence that organizations that have Design embedded at the highest levels of decision making have been consistently the most successful organizations. This research presents three scenarios resulting of three different understandings concerning the role of Design in organizations such as CSP and proposes the scenario, in which Strategic Design Management is perceived at multilevel decision making by all, starting at the highest levels of decision making in the organization and is perceived throughout the organization as a facilitator for innovation in dynamic and open business systems. For better differentiating of similar organizations we do suggest CSP to change to a new designation: Design Innovation Park. In conclusion we argue that all partners involved at this organization are indeed part of a creative network based in competiveness and sustainability, in particular in Portugal and Brazil, for which will be relevant to perceive Design as a facilitator for stimulating strategy, sustainability and competiveness.
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25

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 developing an MEDP model and takes a comprehensive look at how design process models are currently used in developing museum exhibitions. It aims at establishin ga process model specifically for inter-disciplinary exhibition design work in science museums, which is theory-base and can be used as a prescriptive design aid to enhance the effective use of design information. Research methods comprise an exploratory study of literature and collected data, the development of surveys and case studies and their analysis in terms of MEDP methodology. The research examines theoretical (architectural, product and exhibition) models and develops a small number of case studies showing how design concepts are managed in real-world practice. A live case 'The Discovery Centre at Millennium Point' was used to observe two exhibition design projects in progress and to provide an overview of practical processs in design development. In addition, other case studies of `completed' museum exhibition design projects were developed by physical site surveys, questionnaires and interviews. The MEDP model is constructed from data flow diagrams generically representing the tasks involved and the associated information flows in a consistent manner and was evaluated for its concept development capability by designers and curators. Future development is also considered in relation to museology, design management and project management.
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26

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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27

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 « visuelle » dans la société, place selon nous le design et les technologies liées à l'imagerie au cœur des relations esthétiques inhérentes à tout processus de recherche. Afin de comprendre comment le statut des objets — dans leur matérialité et leur agentivité — dépasse celui de l'objectivité dans la production du savoir, nous cherchons à le ressaisir comme une construction symbolique particulièrement incarnée par le design en recherche
This work questions from an anthropological and demiotic point of view the construction of scientific knowledge by graphic expression. In general, it studies a panorama of both historical examples of the visual culture of science, and contemporary research practices, including the importance of observation and displays in the construction of images, in manufacturing, dissemination of science, in terms of assumptions, methods, theories and styles of thought. As contemporary science is characterized by its very « visual » presence in society, we believe that design and imagery-related technologies are in the heart of aesthetic relationships inherent in any research process. To understand how the status of objects - in their materiality and their agentivity - is beyond the status of objectivity in knowledge production, we try to recapture it as a symbolic construction, particularly embodied by the research design
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28

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 - key priorities for the design of more effective online labs as informed by students' perspectives of the technology. This dissertation is motivated by three research questions: (1) Which aspects of online labs determine whether participants perceive them as authentic learning experiences? (2) Which online lab characteristics dictate their suitability for social modes of learning? (3) How can educators use metafunctional elements - i.e. computer-mediated features impossible to implement in a proximal setting - to enhance understanding and skill acquisition? Studies of undergraduate cohorts from both distance learning and conventional institutions were carried out, with an initial emphasis on physics and astronomy coursework that was later extended to other scientific fields. A mixed methods approach was adopted, with quantitative data elicited primarily via multi-stage survey instruments and qualitative data derived principally from interviews or focus groups. Statistical and thematic analyses yielded key findings regarding the roles authenticity, sociability and metafunctionality play in the design of successful online labs. For instance, establishing professional relevance and data reliability in online labs appears far more important to achieving authenticity than photorealistic depictions of scientific sites. Moreover, interfaces that students perceive as denying them agency - including the ability to make genuine mistakes - lead to shallow engagement and worse outcomes. Students often deem social interaction a defining aspect of proximal lab work, so missing provisions for synchronous multi-user presence and communication engender feelings of isolation and helplessness in online labs. While mostly sceptical of metafunctional enhancements, students nonetheless repeatedly express a desire for practice with non-ideal scenarios and with the setup and teardown stages of practical work. Incorporating the proposed design principles will better align future online labs with student expectations, thus deepening engagement and securing improved academic outcomes.
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29

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 to the community to gain funding. Smaller class sizes increase student interaction and aid in forming connections among students and between studentsand teachers. The use of the school as a venue for the community adds needed revenue. Both occurences may be advantageous and positively effect community at the school and surrounding populous levels.
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30

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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31

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 the instrument. The main goal of this thesis is to propose ways to improve the overall feel of digital musical instruments through the study and design of its physical interface: the instrument body, sensors and feedback actuators. It includes a detailed study of the existing theory and practice of the design on physical interfaces for digital musical instruments, including a survey of 266 existing DMIs presented since the inception of the NIME conference. From this, a number of differences become apparent between the existing theory and practice, particularly in the areas of sensors and feedback. The research in this thesis then addresses these differences. It includes a series of experiments on the optimal choice of sensors for a digital musical instrument. This is followed by research into the provision of vibrotactile feedback in a digital musical instrument, including the choice of actuator, modification of actuator frequency response, and the effects of response modification on human vibrotactile frequency discrimination. Following this, a number of new digital musical instruments are presented, which were created during the course of this work. This includes an instrument designed specifically to follow the results of research in this thesis and also instruments designed as part of larger collaborative projects involving engineers, composers and performers. Fro
Cette thèse porte sur l'étude de l'interaction ayant lieu, en situation de jeu,entre un(e) instrumentiste et un instrument musical numérique (IMN).A l'inverse des instruments acoustiques traditionnels, il n'existe aucun couplageentre le dispositif de production du son et l'interface sur laquelle agit l'instrumentistedans le cas des IMN. L'une des implications de cette observation est que cesinstruments ne procurent pas la rétroaction tactile normalement présente dans lesinstruments de musique traditionels. Par conséquent, les IMN sont souvent perçuspar leurs interprètes comme manquant d'âme, de personnalité.Le but de ce travail de thèse est d'avancer quelques solutions permettant d'insuer un peu plus âme à un instrument musical numérique. Le point focal de larecherche étant l'étude et la conception de l'interface physique (corps de l'instrument,capteurs et dispositifs de rétroaction utilisés) d'un tel instrument.Ce mémoire présente, en premier lieu, une étude détaillée de la théorie et de lapratique actuelles dans le domaine de la conception d'interfaces physiques pour lesIMN. L'inventaire des 266 instruments recensés depuis la création de la conférenceNIME constitue l'un des points majeurs de cette partie du travail. En effet, ce tour d'horizon permet de faire ressortir les incohérences entre théorie et pratique. Cesdifférences sont particulièrement frappantes en ce qui concerne les capteurs et lesdispositifs de rétroaction.Le travail de recherche de cette thèse a donc pour objectif de mieux comprendrecomment réduire ces incohérences. Des expériences portant sur le choix optimaldes capteurs à utiliser dans un IMN ont donc été menées. Différents dispositifs derétroaction vibrotactile ont aussi été étudiés en regardant d'abord quels actuateursutiliser, et en évaluant les effets de la modication de leur réponse en fréquencesur la discrimination fréquentielle de stimuli vibrotactiles chez des sujets humains.Des exemp
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32

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 examined in Part I through literature review and case studies; and implemented in Part II through a series of experiments for the designing, prototyping and testing a thermally augmented building envelope system. The results of the analytical model and the physical testing show strong correlations which validate the usage of the analytical model in the thermal optimization of building elements at a wide range of geometric and temperature variations. To evaluate the performance of the system standards including the recommended U-value for building envelopes and the targeted ventilation and heat recovery rate per occupant is used. The overall dissertation can provide architects with the essential knowledge and strategies for developing thermally augmented building elements. Similarly, the research can also inform the scientists and engineers on the thermal design constraints and opportunities relating to building applications. Although this research is focused on heat as the key environmental factor, the theoretical framework can be extended to other factors such as light and sound.
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33

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 improperly structured or imprecise and lengthy. We argue that companies that employ our PIA can achieve "privacy-by-design", which is widely heralded by data protection authorities. In fact, the German Federal Office for Information Security (BSI) ratified the approach we present in this article for the technical field of RFID and published it as a guideline in November 2011. The contribution of the artefacts we created is twofold: First, we provide a formal problem representation structure for the analysis of privacy requirements. Second, we reduce the complexity of the privacy regulation landscape for practitioners who need to make privacy management decisions for their IT applications.
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34

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 models and the AOP-based projects, such as Spring AOP, introduce significant overhead for processing large-scale models with fine-grain objects. The Mutable Class pattern addresses the limitations of these solutions by providing an alternative approach designed after the Class model of the UML specification. Technically, it extends a data model class with a class mutator supporting the interchangeability of operations. Design patterns represent reusable solutions to recurring problems. According to the design pattern methodology, the definition of these solutions encompasses multiple topics, such as the problem and applicability, structure, collaborations among participants, consequences, implementation aspects, and relation with other patterns. The dissertation provides a formal description of the Mutable Class pattern for processing heterogeneous tree-based models and elaborates on it with a comprehensive analysis in the context of several applications and alternative solutions. Particularly, the commonality of the problem and reusability of this approach is demonstrated and evaluated within two application domains: computational accelerator physics and compiler construction. Furthermore, as a core part of the Unified Accelerator Library (UAL) framework, the scalability boundary of the pattern has been challenged and explored with different categories of application architectures and computational infrastructures including distributed three-tier systems. The Mutable Class pattern targets a common problem arising from software engineering: the evolution of type systems and associated algorithms. Future research includes applying this design pattern in other contexts, such as heterogeneous information networks and large-scale processing platforms, and examining variations and alternative design patterns for solving related classes of problems.
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35

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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Анотація:
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 knowledge and practical expertise. This thesis improved game designer workflow in PCG-based game design by explicating the necessary theoretical frameworks and practical steps needed to adopt AI-based practices in game design. Game designer workflow in PCG-based game design was improved by utilizing the design science research method (DSR). The constructed artefact was determined to be a method in accordance with the DSR knowledge contribution framework, and it was evaluated by using the Quick & Simple strategy from the FEDS framework. The risks related to artefact construction were assessed in accordance with the RMF4DSR framework. The metrics used to measure the performance of the artefact were determined by employing the GQM framework. Finally, the proposed method was evaluated by following it in constructing a simple PCG-based game with an accompanying AI system. The evaluation was performed by utilizing the FEDS framework in an artificial setting. After gathering and analysing the data from the artefact construction and evaluation, the method was modified to address its shortcomings. The produced design method is the main contribution of this thesis. The proposed method lowers the threshold for adopting PCG-based game design practices, and it helps designers, developers, and researchers by creating concrete and actionable steps to follow. The necessary theoretical frameworks and decision points are presented in a single method that demystifies the process of designing PCG-based games. Additional theoretical knowledge has been contributed by studying the topic from a practical perspective and extracting requirements from an actual design process. The method can be used as a practical cookbook for PCG-based projects and as a theoretical base for further studies on PCG-based game design. Future research tasks include evaluating the proposed method in an organizational context with real users. An organizational context also warrants means to managing risks in PCG-based game design projects. Finally, generator evaluation and explicit guidance on generator control are important future research topics.
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36

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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Анотація:
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
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, conceitos e exemplos de obras de Arte Eletrônica, desde estágios iniciais de experimentação até modelos publicamente apresentados. Foram também realizadas entrevistas com professores, alunos, especialistas e pesquisadores de áreas relacionadas para auxiliar em análises comparativas de interpretação.
This work proposes to reflect on the relevance of Electronic Art in the process of formation and production of the contemporary knowledge, as well as its affinities with the field of Design, from historical principles to practices of transdisciplinary production and experimentation that expands the boundaries between Art, Science, and Technology. The chapters reflect the epistemological problems encountered, and bring the analysis, concepts, and examples of works of Electronic Art, from initial stages of experimentation, to publicly presented models. In addition, interviews were conducted with teachers, students, specialists, and researchers from related areas to assist in comparative analysis of interpretation.
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37

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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Анотація:
Thesis: S.M., Massachusetts Institute of Technology, Department of Aeronautics and Astronautics, 2017.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged student-submitted from PDF version of thesis.
Includes bibliographical references (pages 153-157).
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 flown once unsuccessfully as a planetary exploration vehicle, with many proposed penetrator missions over several decades being cancelled at various stages of development. We examine past applications of penetrator probes alongside current Antarctic research instrumentation, setting out the context for design and analysis work carried out on the Geodetic Seismic Ice Penetrator (GSIP). GSIP is a separable two-body penetrator designed for air-deployment from LC-130 aircraft into snow pack on the Ross Ice Shelf, using existing polar research aircraft as the deployment method. The mission objective is to measure seismic readings and ice shelf displacement for a full year in order to improve understanding of the dynamic effect of ocean forcing on ice shelf stability. GSIP also aims to improve upon current Antarctic research instrumentation by reducing the on-ice footprint and therefore reducing the risk to team members, as well as reducing the deployment time and cost when compared to deployment by hand on the ground. Using an air-deployed sensor vehicle improves ease of instrumenting remote and crevassed areas to establish a wide network of seismic sensors, in order to build up a large-scale overview of dynamic response across the ice shelf. The current design of the GSIP system is presented, including the need for the penetrator to be aerodynamically stable with a low centre of gravity in order to rapidly damp oscillations during the falling phase and maximise the probability of emplacing at a vertical or near-vertical angle. This is required both to achieve stable seismic coupling with the snow pack and to fulfil the microseismometer positioning requirements. A two-body design was selected due to the ability to separately optimise the forebody design to emplace at least 100% of its length to achieve secure seismic coupling and the afterbody design to decelerate rapidly upon impact to ensure the antennas are placed sufficiently high above the surface to remain uncovered after a full year of snow accumulation. This separable design improves GSIP's robustness to the wide possible range of impact medium properties which may be encountered. Due to a strong reliance of success on the properties of the impact medium, a MATLAB simulation of snow penetration was developed and used to compare a range of design variables. Although snow mechanics is a complex field requiring large amounts of simplification to succeed in solving specific practical problems, this simulation was partially validated using data from drop testing into snow and shown to have low error values. The model was used to help refine the design for GSIP but also to aid in the development of a miniaturised earthquake-monitoring soil penetrator, broadening the range of impact medium variables which were considered by the penetration simulation.
by Charlotte Lowey.
S.M.
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38

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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Анотація:
Thesis advisor: Henry Braun
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 and short-answer items. Furthermore, scoring and modeling of student performance should account for the multidimensionality of the construct. This research contributes to knowledge about best practices for multidimensional science assessment by exploring three areas of interest: 1) item design, 2) scoring rubrics, and 3) measurement models. This study investigated multidimensional scaffolding and response format by comparing alternative item designs on an elementary assessment of matter. Item variations had a different number of item prompts and/or response formats. Observations about student cognition and performance were collected during cognitive interviews and a pilot test. Items were scored using a holistic rubric and a multidimensional rubric, and interrater agreement was examined. Assessment data was scaled with multidimensional scores and holistic scores, using unidimensional and multidimensional Rasch models, and model-data fit was compared. Results showed that scaffolding is associated with more thorough responses, especially among low ability students. Students tended to utilize different cognitive processes to respond to selected-response items and constructed-response items, and were more likely to respond to selected-response arguments. Interrater agreement was highest when the structure of the item aligned with the structure of the scoring rubric. Holistic scores provided similar reliability and precision as multidimensional scores, but item and person fit was poorer. Multidimensional subscales had lower reliability, less precise student estimates than the unidimensional model, and interdimensional correlations were high. However, the multidimensional rubric and model provide nuanced information about student performance and better fit to the response data. Recommendations about optimal combinations of scaffolding, rubric, and measurement models are made for teachers, policymakers, and researchers
Thesis (PhD) — Boston College, 2018
Submitted to: Boston College. Lynch School of Education
Discipline: Educational Research, Measurement and Evaluation
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39

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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Анотація:
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 computer scientists and interaction designers in sustainability so far in order to form an understanding of what computer science has contributed to the effort of curbing damage to the environment to date. While the contributions of computer science and related fields to sustainability are significant, there are many ways in which they are deficient. Therefore, I will look to the future possibilities for academic and industrial developments and improvements in sustainable technology from the perspective of computer scientists and practitioners of related disciplines, and make recommendations as to the direction these fields should take in order to best serve the global thrust toward a sustainable human civilization.
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40

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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Анотація:
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 of deadly bacteria. Healthcare Associated Infections (HAIs) are among the most serious problems facing modern medical care, costing millions of lives and dollars annually worldwide. This research investigates the design and use of the physician’s lab coat – an immediately recognizable symbol of Western medicine. The research identifies the medical, functional, cultural and symbolic roles of the lab coat within the hospital environment and beyond, to the larger the global society. This thesis examines the extent to which the design of medical wear can impact the effect of hospital-acquired infections, support doctor/patient relationships and enhance the performance and behavior of the healthcare professional by envisioning a future lab coat which offers increased protection for physician and patient, aids in communication and enhances the performance of the doctor by utilizing digital technologies incorporated into the lab coat whereby the lab coat becomes the only tool necessary for the physician.
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41

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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Анотація:
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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42

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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Анотація:
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1996.
Includes bibliographical references (p. 96).
by Christopher M. Cacioppo.
M.S.
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43

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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Анотація:
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, genom en gestaltning, även sett över hur man kan anpassa science fiction efter det feministiska perspektivet, och hur man kan utnyttja detta utomordentliga sätt att förbättra världen.
In this thesis, I have used the creativity, design and motivation that is required to, together, change the world, with the hope that this is what it will do. In the study, I have looked closely at feminism and its place in the media, more specifically in science fiction. Using something as widespread and well-used as the media, it should be exemplary to convey a more equal outlook, and unite an otherwise splintered and oppressed group. This is what I have addressed, in order to prove it and use it.   With the aid of critical speculative design, prototype development and graphic design, I have, through a figuration, also seen how we can adapt science fiction to the feminist perspective, and how we can take advantage of this exceptional way, to improve the world.
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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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45

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

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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Анотація:
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 performance numbers from an experimental prototype.
Nous présentons un cadre de responsabilisation pour l'Internet, qui lie l'action d'un utilisateur à son identité sur un réseau social en ligne. Le cadre est facultatif en ce que les utilisateurs n'ont pas besoin d'être responsables en tout temps, mais les services web différents peuvent envigueur responsabilité de la part de leurs utilisateurs en ne permettant l'accès que pour des utilisateurs responsables. Notre conception est suffisamment général pour que les applications de niveau supérieur peut placer d'autres politiques et les restrictions sur la responsabilité de base prévue. Dans cette thèse, nous présentons la conception, discutons comment les différentes applications peuvent être placés sur notre cadre, et fournissons des données de performance à partir d'un prototype expérimental.
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47

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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Анотація:
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 ensure that they are completable and we design a novel set of metrics which provide an approximation of narrative quality by analyzing the structure of the narratives generated. We apply these metrics throughout the generation process to ensure a certain level of quality. These metrics are then used to examine the relations between the scale of the game world with the quality of narratives generation. Additionally, we validate our graph-rewriting approach by comparing our generated narratives to other procedurally generated stories, as well as to authored narratives from commercially successful and critically praised games. The results show that our narratives compare favourably to the authored narratives. Our metrics provide a new approach to narrative analysis, and our system provides a unique and practical approach to story generation.
La génération procédurale d'histoire dans les jeux vidéo commerciaux permettre d'étendre le « gameplay » et d'approfondir l'univers du jeu à bas coup. Les jeux commerciaux qui utilisent ce genre de technologie le font de manière simpliste dont le résultat est souvent répétitif et ennuyeux. Nous avons développé un système qui crée des histoires procéduralement, ce système utilise une représentation de l'univers graphique (graphe) et réécrit cette structure afin de la faire évoluer. Cette représentation permet à notre système de comprendre l'univers, d'y modifier ce dernier et du fait créer des histoires qui respectent l'univers. Les histoires générées par le système sont validées afin d'assurer qu'elles sont logiques. De plus, nous avons défini des procédures innovatrices afin de mesurer la qualité des histoires générées. Ceci est accompli par l'entremise d'analyse de graphe. Ces procédures sont utilisées afin d'assurer une qualité minimale lors de la génération d'histoires. Par la suite, nous examinons les relations entre les histoires générées et la grandeur de l'univers ludique. Afin de valider notre approche, nous avons comparé nos histoires procédurales à d'autres systèmes procéduraux et d'histoires de jeux vidéo générées par la plume d'auteur. Nos résultats montrent que notre système se compare favorablement avec les histoires venant d'auteur humain. En sommes, notre approche permet d'analyser et mesurer des histoires en plus d'offrir une approche pratique et fonctionnelle à la génération procédurale d'histoire.
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48

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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Анотація:
Thesis advisor: Michael Barnett
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 learners’ practice-linked identities (Nasir & Cooks, 2009); (2) face-saving behaviors impact practice-linked identities by inhibiting learners’ access to identity resources; (3) the development of practice-linked identities parallels the development of possible selves; (4) the extent to which a learner is able to engage in their learning as a “whole person” (Wenger, 2006) is correlated with a learner’s identity trajectory; (5) learners may fail to form new practice-linked identities despite robust access to identity resources; and (6) learners may succeed in forming new practice-linked identities despite lack of significant access to identity resources because the identity resources that they do access provide a strong hook into new, nascent practice-linked identities
Thesis (PhD) — Boston College, 2020
Submitted to: Boston College. Lynch School of Education
Discipline: Teacher Education, Special Education, Curriculum and Instruction
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49

Huang, Jianyuan. "Computer science graduate project management system." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3250.

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Анотація:
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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50

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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Анотація:
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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