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1

Michelan, Cristiane Simão. "Crianças, consumo e negociação de sentidos: modos de brincar, usos da TV e da internet." Pontifícia Universidade Católica de São Paulo, 2011. http://tede2.pucsp.br/handle/handle/2226.

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The dissertation aims to investigate the consumption way of children in their relation with cultural goods, including toys, games, television and internet. Two analytical axes guide the reflection: first, the reconstitution and position taken in relation to the debate about childhood and tensions between some trends that advocate its "disappearance" and others that seek to analyze the changes inherent in contemporary conditions. The second axis concerns the mediations undertaken by the family, friends, school and by their own conceptions of the world that allow children to elaborate and re-elaborate - negotiate senses and meanings related to what they consume, not necessarily in an identical way as that the hegemonic media portrays. Although the cultural industry, with its contents and means of strong appeal and power of seduction, suggests lifestyles, the child, when making choices, does so mediated by repertoires and values obtained from their socialization process. The concepts contained in the British and Latin Americans cultural studies were used as theoretical-methodological references, through which it becomes possible to investigate the cultural context and the family, such as instances of mediation in the child's relationship with the media, and the need to understand the culture as everyday practice. Some of the ways through which children, aged between six and ten, relate to cultural products and assign various meanings to them, were searched and analyzed as methodological protocol and field research
A dissertação tem como objetivo investigar modos de consumo das crianças na relação com bens culturais, entre eles, brinquedos, jogos, televisão e internet. Dois eixos analíticos orientam a reflexão: o primeiro apresenta a reconstituição e tomada de posição diante do debate sobre a infância e as tensões entre algumas tendências que preconizam seu desaparecimento e outras que buscam analisar as transformações inerentes às condições de contemporaneidade. O segundo eixo diz respeito às mediações efetivadas pela família, amigos, escola e pelas próprias concepções de mundo, que permitem às crianças elaborarem e reelaborarem negociarem sentidos e significados relacionados àquilo que consomem, não necessariamente de forma idêntica àquela hegemônica veiculada pela mídia. Embora a indústria cultural, com seus conteúdos e formatos de forte apelo e poder de sedução, sugira estilos de vida, a criança, ao fazer suas escolhas, o faz mediada por repertórios e valores apreendidos em seu processo de socialização. Como referências teórico-metodológicas foram utilizadas concepções contidas nos estudos culturais britânicos e latino-americanos, por meio das quais se torna possível investigar os contextos culturais e a família, como instâncias de mediação na relação da criança com as mídias, e a necessidade de compreender a cultura como prática cotidiana. Como protocolo metodológico e pesquisa de campo foram buscadas e analisadas algumas das formas pelas quais as crianças, com idade entre seis e dez anos, se relacionam com alguns produtos culturais e a eles atribuem diversos significados
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2

Tolley, Rebecca. "Toys." Digital Commons @ East Tennessee State University, 2012. https://www.amzn.com/1412988195.

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Book Summary:Archaeologists and anthropologists have long studied artifacts of refuse from the distant past as a portal into ancient civilizations, but examining what we throw away today tells a story in real time and becomes an important and useful tool for academic study. Trash is studied by behavioral scientists who use data com­piled from the exploration of dumpsters to better understand our modern society and culture. Why does the average American household send 470 pounds of uneaten food to the garbage can on an annual basis? How do different societies around the world cope with their garbage in these troubled environmental times? How does our trash give insight into our attitudes about gender, class, religion, and art? The Encyclopedia of Consumption and Waste explores the topic across multiple disciplines within the social sciences and ranges further to include business, consumerism, environmentalism, and marketing to comprise an outstanding reference for academic and public libraries.
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3

MALCOLM, KRISTINA L. "Adult Toys." Kent State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=kent1543840303700014.

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4

White, Lee Allen. "Nocturnal toys." Thesis, University of Iowa, 2017. https://ir.uiowa.edu/etd/5877.

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I’m interested in the scar tissue, the blemishing of our perception from the ache of longing and estrangement that comes from repression and returns as enigma. I’m investigating the notion that the body itself is a puppet that succumbs to the control of outside forces, making it vulnerable to mistreatment. The paintings come from cathected suffering through reminiscences brought forth from amorous memories, resulting in new encounters that replace old associations. It is the memory, not the event, that becomes traumatic.
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5

Chaudhry, Mohsana A. "Increasing Number of Toys: A Case Study of Response Generalization across Novel Toys." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955028/.

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Children diagnosed with autism are often described as having limited or restricted activities that serve as reinforcers as compared to neurotypical peers. Many theories suggest that one of the many ways children develop is through participation in play. This results in children coming into contact with new environmental stimuli. The procedures used to enhance play skills for children diagnosed with autism typically involve training novel responses with novel stimuli (e.g., toys). This is often done using naturalistic procedures. Because multiple procedures are used, it is unclear what procedure or combination of procedures causes the increases in play repertoires. This study investigated an important component of the treatment package know as reciprocal imitation training. Specifically, the study examined whether increased opportunities, contingent imitation without the requirement to imitate, or contingent imitation with the requirement to imitate would increase the number of toys a child diagnosed with autism would play with. The results showed dramatic increases in the number of toys the child independently chose to play with and an increase in the spontaneous use of different response topographies across novel stimuli only when the student was required to imitate a model. The results are discussed in terms of mediated generalization, the use of common responses, stimulus class formation and stimulus class expansion.
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6

Carvalho, Luciano Gonçalves de. "Requisitos e testes de segurança para brinquedos inteligentes." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/100/100131/tde-15022018-003245/.

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Os brinquedos são uma parte essencial de nossa cultura e têm evoluído ao longo do tempo. Atualmente, encontramos no mercado brinquedos dotados de circuitos eletrônicos e sensores, capazes de coletar dados do ambiente e informações pessoais dos usuários. Além disso, eles podem se conectar automaticamente a redes de comunicação por meio de protocolos de rede sem fio para acessar serviços móveis com o objetivo de personalizar a experiência de jogo para cada usuário. Conhecidos como brinquedos inteligentes, estes fazem parte de um ambiente denominado de computação para brinquedos, composto pelo brinquedo físico, um dispositivo móvel, que pode ser um tablet ou smartphone, e um aplicativo móvel (app), que pode controlar o brinquedo físico e compartilhar informações com serviços móveis. Esse novo tipo de brinquedo, que pertence a um novo tipo de ambiente e que também carrega características da Internet das Coisas, traz consigo questões relacionadas à segurança da informação que não existiam nos brinquedos convencionais. Essas questões, portanto, devem ser tratadas de forma a evitar prejuízos aos usuários dessa tecnologia. Para isso, o presente trabalho apresenta vinte e dois (22) requisitos de segurança gerais identificados por meio da utilização do processo Security Development Lifecycle (SDL) da Microsoft e da técnica de modelagem de ameaças suportada pelo modelo de ameaça STRIDE (Spoofing identity, Tampering with data, Repudiation, Information disclosure, Denial of service e Elevation of privilege). Os requisitos apresentados endereçam questões de segurança que os brinquedos inteligentes devem atender para evitar as principais ameaças existentes. As questões de segurança consideradas foram extraídas da Childrens Online Privacy Protection Act (COPPA), General Data Protection Regulation (GDPR) e Personal Information Protection and Eletronic Documents Act (PIPEDA). Além dos requisitos de segurança, um conjunto de testes de segurança gerais foram identificados com base no processo SDL para verificar o adequado atendimento a esses requisitos. Uma análise dos brinquedos inteligentes atualmente disponíveis no mercado e suas falhas de segurança relatadas publicamente dão indícios da importância de atender aos requisitos de segurança e executar os testes propostos neste trabalho para evitar problemas de segurança variados
Toys are an essential part of our culture, and they have evolved over time. Currently, we can find in the market toys equipped with electronic circuits and sensors able to collect environmental and personal data from users. They are also able to automatically connect to communication networks through wireless network protocols in order to access mobile services aiming at customizing the gaming experience for each user. Known as smart toys, these are part of a so-called toy computing environment, consisting of a physical toy, a mobile device, which can be a tablet or smartphone, and a mobile app, which can control the physical toy and share information with mobile services. This new type of toy, which belongs to a new type of environment and also present characteristics of the Internet of Things, raises issues regarding information security which did not exist in conventional toys. Such issues, hence, should be treated in a way to avoid losses to the users of this technology. Accordingly, this research project presents twenty two (22) general security requirements identified following the Microsoft Security Development Lifecycle (SDL) and the threat modeling supported by the threat model STRIDE (Spoofing identity, Tampering with data, Repudiation, Information disclosure, Denial of service e Elevation of privilege). These requirements address security issues that smart toys should meet to avoid the main existent threats. All considered issues were extracted from the Childrens Online Privacy Protection Act (COPPA), General Data Protection Regulation (GDPR) and Personal Information Protection and Electronic Documents Act (PIPEDA). Furthermore, we have also identified a general set of security tests based on the SDL process to check whether the identified security requirements have been met. A further analysis of the smart toys currently available in the market and their publicly related security flaws give evidence of the importance of meeting the proposed security requirements and executing the proposed security tests to avoid several security problems
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7

Parkhomenko, Y. "The age of smart toys." Thesis, Sumy State University, 2015. http://essuir.sumdu.edu.ua/handle/123456789/40639.

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Information technology has become an integral part of our lives, so there is no surprise that different computers are widely used in various areas of daily life from the industrial production to household. From the early childhood kids deal with lots of mobile devices that has led to the emergence of smart toys, such as robots and interactive toys. The modern toys have a little bit in common with their forerunners. The main difference is in the presence of a built-in artificial intelligence.
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8

Kanjo, Eiman. "Vision based interactive toys environment." Thesis, Abertay University, 2005. https://rke.abertay.ac.uk/en/studentTheses/51d23e19-8827-449d-a9a3-c372416f7795.

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Recently, attention has focused on the development of computer-user interfaces, which combine digital information with physical environments. In this thesis, the author assumed the hypothesis that Computer Vision is a technique that has great potential to support the concept of marrying the digital world with the physical one. This was proven by developing a novel sensing technology that allows users to use their home computer and an ordinary web camera to detect multiple small physical objects, referred to as “Interactive Toys” (e.g. any pieces of pawns, cars, animals) in a collaborative environment, referred to as “Interactive Toys Environment” (e.g. playsets or boardgames). The study comprises the development of novel algorithms that detect the intrusion of hands into the camera’s view by monitoring users’ actions (“move and place”). When the user finishes performing the current task by withdrawing their hands from the camera’s view, the system automatically responds according to the positions, directions and colours of the moved objects or toys. Toys tracking and identification are based on novel change detection algorithms that allow the system to know which toy or toys have moved in the last turn. Moreover, particular efforts were given to map the positions of the toys in the Interactive Toys Environment to the image coordinates system under various working conditions (e.g. camera vibration or background slightly moved). Usability and effectiveness of the Interactive Toys Environment are demonstrated through a number of applications of computer games used and played by children. Some of these applications were evaluated in user studies, which have shown that Interactive Toys Environment provides a new application of computer vision to facilitate natural human-computer interaction (e.g. without forcing users to wear special equipment such as special sensing gloves or using chipped-up or tagged toys). It also encourages active thinking and social communication and improves the interaction between users and computers.
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9

Kwan, Yet-man. "Toy museum." Hong Kong : University of Hong Kong, 1996. http://sunzi.lib.hku.hk/hkuto/record.jsp?B2594826x.

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10

Chen, Yen-Fu. "Character design and marketing : designer toys /." Thesis website Online version of thesis, 2008. http://hdl.handle.net/1850/5754.

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Thesis (M.F.A.)--Rochester Institute of Technology, 2008.
Typescript. The accompanying CD-ROM includes sketches and Flash animations of all the characters. Includes bibliographical references (leaf 43).
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11

Pinto, Paula Pereira, and Paula Pereira Pinto. "Criando sentidos com os Toys Art." Universidade Federal de Pelotas, 2015. http://repositorio.ufpel.edu.br:8080/handle/prefix/2876.

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Approved for entry into archive by Aline Batista (alinehb.ufpel@gmail.com) on 2016-08-10T22:24:36Z (GMT) No. of bitstreams: 2 PINTO, Paula Pereira.pdf: 1087136 bytes, checksum: ddd39d6298f475867155dcdf6f4680fa (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)
Made available in DSpace on 2016-08-10T22:25:02Z (GMT). No. of bitstreams: 2 PINTO, Paula Pereira.pdf: 1087136 bytes, checksum: ddd39d6298f475867155dcdf6f4680fa (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2015-03-31
Sem bolsa
O presente estudo tem como objeto de pesquisa o Toy Art, sendo investigado o uso desta linguagem como suporte para registros de percepções do corpo. A metodologia empregada foi de pesquisa-ação, pois esta pressupõe um envolvimento e participação direta da pesquisadora com o público investigado. A pesquisa teve como público participante uma turma de alunas da Pedagogia, com as quais se realizou pesquisa de campo com proposições instigando os cinco sentidos perante o mundo. Das experiências estéticas preendidas se criaram Toys Art. Na dissertação são apresentados o histórico e as características do movimento Toy Art, bem como produções contemporâneas nesta linguagem interligando-as a diferentes conceitos de lúdico. O texto traz ainda a apresentação da pesquisa de campo realizada e dos personagens criados pelas alunas da Pedagogia, juntamente com análise desta produção na intersecção com a criação em arte e educação estética. E, ainda, um debate sobre arte e educação, abordando a educação sensível e o desanestesiamento dos sentidos pela percepção do cotidiano. Como principais referenciais teóricos se tem Bondía (2002), Budnitz (2010), Duarte Jr. (2010), Maffesoli (1996, 1998, 2005), Ostrower (1990, 2012), Serres (2001).
This study aims at researching Toy Art. This language is investigated as support for registration of perceptions of the body. The methodology used was the researchaction, because this assumes involvement and direct participation of the researcher with the participants. The research had as target a group of Pedagogy students, with whom it was carried out a field research with propositions instigating the five senses before the world. Toys Art were created from esthetical experiences apprehended. In the thesis are presented the historical and features of the Toy Art movement, as well as contemporary productions in this language, interconnecting them to different ludic concepts. The text also brings the presentation of field research carried out and the characters created by the Pedagogy students, along with analysis of this production in the intersection with the creation in art and esthetical education. And, also, a debate about art and education, approaching sensitive education and invigorate senses by the perception of everyday events. The main theoretical references are Bondía (2002), Budnitz (2010), Duarte Jr. (2010), Maffesoli (1996, 1998, 2005), Ostrower (1990, 2012), Serres (2001).
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12

Bathiche, Marie E. 1970. "Children's game and toy preferences : a contemporary analysis." Thesis, McGill University, 1994. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=68071.

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Society's changing norms and cultural values are often reflected in children's play activities and their choice of toys and games. Empirical findings have revealed that children's game preferences are influenced by several factors including the child's sex and age. The main aim of this study was to examine the game/toy preferences of children living in two distinct societies. The game/toy preferences of 336 (162 females, 174 males) children living in a non-western society, United Arab Emirates (U.A.E.), were examined and compared with the preferences of 366 children living in Canada. Developmental trends and sex differences were noted. This study also examined children's current game/toy preferences in relation to past reports (Sutton-Smith & Rosenberg, 1961). Results suggest that children living in the U.A.E. and in Canada share similar game/toy preferences however, differences were found between the game/toy preferences of contemporary children and those 30 years ago. The data are analyzed and discussed in the light of societal's changing norms and values, changes in parenting styles and the advances in technology. The psychological and educational implications of the present findings are discussed.
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13

Kudrowitz, Barry M., and William James 1980 Fienup. "The exploration of concepts for projectile toys." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/49333.

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Анотація:
Includes bibliographical references (p. 199-200).
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, September 2005 (first author); and, (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, June 2006 (second author).
(cont.) The second concept, eDarts, involved incorporating a capacitor powered micro-circuit and LED into foam darts similar to those used in the current line of Nerf® products. The eDarts created a tracer shot or laser bullet" effect when used in low light conditions. Safety, projectile mass, and axially symmetric loading were the greatest issues of concern. The final suggested eDart incorporated a standard DC power connection with a simple mechanical switch. The eDarts reached comparable distances to the current foam darts on the market. while maintaining a safe Kinetic Energy Density.
The goal of this research has been to develop new concepts for foam projectile toys. The team followed a standard design practice and brought two unique concepts to an alpha-prototype level. Through brainstorming sessions the team generated over 100 concepts of which the sponsor selected twelve high potential concepts for first order prototyping. Of these prototypes, the team chose two concepts worthy of refinement and further development. The operational principles of the highest potential concepts were thoroughly analyzed and developed through a series of prototypes. The first concept, Hopper Popper Activation, involved using a bi-stable rubber spring to propel foam balls. This concept created a simple, space-saving, and effective means of storing energy. The hopper popper was implemented in several devices, the most successful being a small hand held toy called the Hand Popper. The greatest issue of concern with the Hopper Popper Activated concepts was the force required to load the toy. The final design implemented a low friction system with a ball guiding channel to reduce this loading force. The final design required a lower operational force than the comparable product on the market, while capable of propelling foam balls 20% further.
by William J. Fienup and Barry M. Kudrowitz.
second author
S.M.
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14

Bozhinova, Inna. "TOYS : time-domain observations of young stars." Thesis, University of St Andrews, 2017. http://hdl.handle.net/10023/12014.

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Stars form inside clouds of molecular gas and dust. In the early stages of stellar evolution the remainders of the initial cloud form a circumstellar disk. For the next few million years the disk will slowly dissipate via accretion, outflows, photoevaporation and planet growth while the star makes its way onto the Main Sequence. This stage of a star's life is referred to as the T Tauri phase and is characterised by high-level spectrophotometric variability. This thesis aims to study and map out the environments of T Tauri stars down to the very low mass regime by the means of time-domain monitoring. Different physical processes in the system manifest themselves as variability on different time- scales as well as produce characteristic spectroscopic and photometric features at various wave- lengths. In order to study young stellar objects in depth, the observing campaigns presented in this work were designed to cover a large range of time-scales - minutes, hours, days and months. Combining all the data, this thesis establishes a baseline of over a decade for some objects. The observations also cover a wide range of wavelengths from the optical to the mid-infrared part of the spectrum. The star RW Aur experienced two long-lasting dimming events in 2010 and 2014. This thesis presents a large collection of spectral and photometric measurements carried out just before and during the 2014 event. Spectral accretion signatures indicate no change in the accretion activity of the system. Photometry indicates that parallel to the dimming in the optical the star becomes brighter in the mid-infrared. The observations in this work combined with literature data suggest that the origin of the 2014 event is most likely obscuration of the star by hot dust from the disk being lifted into the disk wind. Very low mass stars (< 0.4 M⊙) are the most common type of star in the Galaxy. In order to understand the early stages of stellar evolution we must study young very low mass stars. This work investigates the photometric and spectroscopic variability of seven brown dwarfs in star forming regions near σ Ori and ε Ori. All targets exhibit optical photometric variability between from 0.1 to over 1.0 magnitude that persists on a time-scale of at least one decade. Despite the photometric variability no change in the spectral type is measured. In the cases where the stars are accreting, modelling of the spectral changes suggest the accretion flow is more homogeneous and less funnelled compared to Sun-like T Tauri stars. The non-accreting variables are more plausibly explained by obscuration by circumstellar material, possibly a ring made out of multiple clouds of dust grains and pebbles with varying optical depths. The star-disk systems studied in this thesis have some broader implications for star and planet formation theory. The case-study of RW Aur has unambiguously demonstrated that the planet- forming environment is very dynamic and can change dramatically on short time-scales, which in turn would have implications for the diversity of planetary systems found in the Galaxy. The Orion stars have shown that the current theory for the T Tauri stage of stellar evolution is valid down to the very low mass regime. The seven dwarfs are a good example for the evolutionary path of circumstellar disks, showing the transition from gas-high, flared accretion disks (σ Ori) to dust-dominated, depleted, structured debris disks (ε Ori).
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15

Frei, Philipp A. (Philipp Andres) 1975. "Curlybot : designing a new class of computational toys." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/61113.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2000.
Includes bibliographical references (leaves 81-83).
I introduce an educational toy, called curlybot, as the basis for a new class of toys aimed at children in their early stages of development - ages four and up. curlybot is an autonomous two-wheeled vehicle with embedded electronics that can records how it has been moved on any flat surface and then plays back that motion accurately and repeatedly. Children can use curlybot to gain a strong intuition for advanced mathematical and computational concepts, like differential geometry, through play outside a traditional computer. Preliminary studies show that children can create gestures quickly, allowing them to iterate on the patterns that emerge, and successfully understanding and solving problems with curlybot. Programming by demonstration in this context makes the educational ideas implicit in the design of curlybot accessible to young children. curlybot can also act as an expressive tool because of its ability to remember the intricacies of the original gestures: every pause, acceleration, and even the shaking in the hand is recorded and played.
by Philipp A. Frei.
S.M.
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16

Fathallah, Paul. "The exploration of quieter actuation in animatronic toys." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44873.

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Анотація:
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2008.
Includes bibliographical references (p. 72-73).
The main objective of this research was to find ways to actuate animatronic toys quietly. A practical assessment was conducted to evaluate a variety of quieter actuation methods for animatronic toys for Hasbro®, the client. Also, an evaluation of acoustical enclosures was carried out to determine if they were an effective way to reduce the sound from gear-boxes and actuators that currently actuate the line of animatronic toys made by the client. Several actuation methods and enclosure materials were considered and evaluated based upon their performance, relative quietness, and their viability in the application into animatronic toys. Qualitative and quantitative comparisons were made of each of the actuation methods and were eliminated based upon their ability to satisfy the design constraints based upon their safety, acoustical performance, and ability to reproduce the life-like characteristics of the toys. Quantitative comparisons were made of each of the enclosure materials using a sound control box and a decibel meter to measure the output sound pressure level of each enclosure configuration. Among all the evaluated alternatives, from advanced actuation methods to acoustically attenuating enclosures, the acoustical enclosures performed the best. The acoustical performance rating of the polyurethane-neoprene based composite layering was far superior to the other materials tested, but was not the most economical of the acoustical enclosure materials. Acoustical enclosures can be implemented in the current line of animatronic toys and do not require any mold changes, modifications to the product architecture. Material acquisition and forming are the only steps needed to achieve the sound attenuation performance they effectively provide.
by Paul Fathallah.
S.M.
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17

Wahlström, Edvin. "Toddlers and interactive media : Interactimals, Smartphone powerd toys." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-135796.

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The single biggest change in every day life for toddlers over the last couple of years has been the introduction of interactive media in the form of phones and tablets. How this affects those children is yet mostly unknown. Many parents utter concerns that their children use it too much, yet they feel they have no other options when it comes to distracting their children. Using the design process this problem is tackled from a holistic point of view, looking at both the child, parent and context. The solutions presented in this project is a commercial product called “Interactimals”. It uses the parents phone as the brain and sensory organ of an interactive toy. This toy comes in different forms and feature-sets to cater to the needs of children ranging from ages of 1-3. The result shows the final design for two of these toys and a suggestion to what the app might look like.
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18

Leonard, Roger, and Andrea D. Clements. "Parental Gender Typing of Toys and Play Behaviors." Digital Commons @ East Tennessee State University, 2002. https://dc.etsu.edu/etsu-works/7303.

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19

Bremner, Pauline Ann Mary. "Gift-giving of toys from adults to children." Thesis, Robert Gordon University, 2015. http://hdl.handle.net/10059/1229.

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The focus of this study is the consumer behaviour habits of adults giving of toys to children aged 11 and under as gifts. It is borne out of a need to understand why adults buy gifts for children adding to the issues on consumption practices and materialism. It begins by discussing the issues of researching with children, outlining an exploratory artwork session conducted with children prior to making a decision to use adults as the unit of assessment for the study and to take a positivist stance. The literature review chapter explores the concepts of gift-giving of toys to children by synthesising topics of consumer behaviour and gift-giving as fields of study. It considers gift-giving models and focuses on buyer behaviour when gift-giving; information sources used in gifting; whether adults are concerned about gift-giving; adults roles and motivations in gift-gifting and relationship impacts between adults and children for incorrect gifting. These themes are researched within a demographic perspective keeping in mind the consumer socialisation issues and a figure is developed to show the hypotheses for testing. The methodology takes into account both interpretivist and positivist philosophies reaffirming the reasons for a positivist choice. Semi structured interviews are used in two phases to explore adults perceptions of gift-giving in general and gift-giving of toys to children. The main data collection instrument was a structured questionnaire which developed and extended previous researchers’ items. This questionnaire was distributed across a sample section of schools within the Aberdeen City and suburbs via a homework bag method. The value of the study lies in the contribution to knowledge through the analysis of the data. Contribution was found to exist with roles and motivations in gifting where three new roles were highlighted and one discounted. For information sources the interpersonal sources were important to mothers; the internet was found to be a new source, and mass media was found to be popular with a lower educated strata giving rise to issues for TV advertising policy. Differences existed between gifting at Christmas and birthday times and to adults’ own and other children providing contribution to the lack of birthday gifting research and to the givers’ perspective. A number of demographics such as gender, education and marital status were found to be important in understanding this gifting behaviour, whereas age on the other hand, did not. Finally, recommendations are made to policy makers from these contributions in particular regarding information sources and the education of children.
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20

Jackson, Shelly Lynn. "Adult student perceptions of traditionally sex-typed toys." PDXScholar, 1992. https://pdxscholar.library.pdx.edu/open_access_etds/4327.

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Анотація:
studies have examined children's toy preferences as they relate to sex-role development. However, studies have failed to examine the dimensions of the toys themselves. Because adults purchase the majority of toys children receive, this study sought to determine adult student perceptions of children's traditionally sex-typed toys. Eighty-one participants rated ten selected toys. Multidimensional scaling analysis revealed five underlying dimensions. The five dimensions included Productive Play, Sociability, Structure, Gender, and Age. It was discovered that the Gender dimension was less salient than both the Productive Play and Sociability dimensions. The dimensions pertaining to each toy are discussed.
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21

Silva, Francisco Fonseca e. "Internationalization process of Science4 you to the United Kingdom." Master's thesis, NSBE - UNL, 2012. http://hdl.handle.net/10362/9527.

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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
This thesis analyzes and proposes the internationalization strategy of the Portuguese company Science4you to the United Kingdom focusing on its core business, educational scientific toys development. Science4you is a profitable and recently formed company that has already established international operations and is seeking to increase its external revenue streams by reaching other countries. The study scrutinizes the internal environmental context by examining the company history, objectives, operations functioning, industry key drivers and its competitive assessment. In view of the fact that Science4you has been considering the hypothesis of expanding its operations to the United Kingdom, this country was the main target of the study research. Nevertheless, the British toy market attractiveness was analyzed and compared to other potential candidates confirming that the United Kingdom represents a prosperous expansion opportunity. Furthermore a country macro-environmental and a British toy sector analysis were performed, allowing a detailed proposal of the implementation plan regarding the mode of entry, resources needed and the best way to explore the company capabilities in the United Kingdom, namely through the establishment of a direct exporting strategy.
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22

Yeung, Wai-keung Ray. "Electronic toy industry in Hong Kong /." Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B19872185.

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23

Harsadi, Meryl Liu Tsailu. "A consumer participation approach to the design of functional collector toys by incorporating designer toy subculture." Auburn, Ala., 2009. http://hdl.handle.net/10415/1989.

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24

Jensen, Michael T. "The development of new actuation systems for mechatronic toys." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/62990.

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Анотація:
Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2007.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 39).
The actuation systems currently used in low-cost mechatronic toys have numerous areas for potential improvement. The development of a new actuation system that is more efficient, produces a more realistic product, or is cheaper has the potential to significantly increase both the quality of the final product and its market viability. Research into potential ways to improve these systems has resulted in three new potential technologies, flexible shafts, output switching, and voice coil actuators using flexural transmission. Each of these products is still in the initial stages of development, but each also has the potential to significantly increase the realism of current and future toys. The most developed of these ideas is use of voice coils with flexural transmissions. This system has the potential to generate significant torque outputs without large, multi-stage transmissions, potentially resulting in significant reductions in unwanted mechanical noise.
by Michael T. Jensen.
S.B.
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25

Lin, Linda (Linda Lin) 1977. "Extending Sam : utilizing multiple toys to enhance interactive storytelling." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86686.

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26

Lee, Leonard Whee-Chuen Lee-Loon Lee. "Money, beer, and toys : essays on consumer decision making." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/37252.

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Анотація:
Thesis (Ph. D.)--Massachusetts Institute of Technology, Sloan School of Management, 2006.
Includes bibliographical references.
Essay 1: Shopping Goals, Goal Concreteness, and Conditional Promotions. We propose a two-stage model to describe the increasing concreteness of consumers' goals during the shopping process, testing the model through a series of field experiments at a convenience store. Using a number of different process measures (experiment 1), we first established that consumers are less certain of their shopping goals and construe products in less concrete terms when they are in the first (vs. second) stage of the shopping process. The results of experiments 2 and 3 next demonstrate that goal-evoking marketing promotions (e.g. conditional coupons) are more effective in influencing consumers' spending when consumers' goals are less concrete. Essay 2: Try It, You'll Like It: The Influence of Expectation, Consumption, and Revelation on Preferences for Beer. Patrons of a pub evaluated regular beer and "MIT brew" (the same regular beer with some balsamic vinegar) in one of three conditions. One group tasted them blind (the secret ingredient was never disclosed). A second group was informed of the contents before tasting. A third group learned of the secret ingredient immediately after tasting, but prior to indicating their preference.
(cont.) Not surprisingly, preference for the MIT brew was higher in the blind condition than either of the two disclosure conditions. However, the timing of the information mattered substantially. Disclosure of the secret ingredient significantly reduced preference only in the before condition, when it preceded tasting, suggesting that disclosure affected preferences by influencing the experience itself, rather than by acting as an independent negative input or by modifying one's retrospective interpretation of the experience. Essay 3: In Search of Homo Economicus: Preference Consistency, Emotions, and Cognition. Understanding the roles of emotion and cognition in forming preferences is critical in helping firms choose effective marketing strategies and consumers make appropriate consumption decisions. In this work, we investigate the role of the emotional and cognitive systems in preference consistency (transitivity). Participants were asked to make a set of binary choices under conditions that were aimed to tap emotional versus cognitive decision processes.
(cont.) The results of three experiments consistently indicate that automatic affective responses are associated with higher levels of preference transitivity than deliberate cognitive considerations, and suggest that the basis of this central aspect of rational behavior-transitivity-lies in the limbic system rather than the cortical system.
by Leonard Whee-Chun Lee-Loon Lee.
Ph.D.
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27

Lygina, Natalya. "Educational Scientific toys for children of 5-10 years." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2015. http://hdl.handle.net/10400.5/13584.

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28

Hansen, Felicia. "Toys''R''Cloth : An alternative interpretation of Kente cloth." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-23505.

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This degree work places itself within the field of textile design, with an artistic approach. The motive with this work is to introduce Kente cloth as a textile expression to be developed as a contemporary textile technique. The aim is to explore ways of reinterpreting the West African weaving technique of Kente cloth in combination with the use of recycled toys in order to create contemporary artistic textile designs. The design method consisted of workshops that focused on the deconstruction of the technique and the categorisation of toys. Experimental sketches on the handloom and jacquard machine were produced. The outcome of this design work is a collection of three handwoven artistic textile designs. Toys’’R’’Cloth engages the viewer to produce more sustainable designs by using recycled toys as material reuse. This work and its design method have the potential to be developed further and applied onto other textile techniques.
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29

Fourrié, Nadia. "Interet des observations du sondeur satellitaire tovs pour l'analyse et la prevision des depressions pendant fastex." Paris 6, 2000. http://www.theses.fr/2000PA066509.

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L'actualite recente nous a rappele qu'il est encore difficile de prevoir suffisamment a l'avance les tempetes qui s'abattent sur l'europe. La campagne fastex (fronts and atlantic storm-track experiment) menee en janvier-fevrier 1997, a pour objectif d'ameliorer la prevision de celles-ci. Notre travail de these a consiste a etudier l'interet des donnees du sondeur vertical tovs (tiros-n operational vertical sounder) a bord des satellites de la noaa pour la prevision des depressions de fastex. Deux axes de recherche ont ete explores : l'utilisation des temperatures de brillance du tovs pour deceler des precurseurs d'altitude aux cyclogeneses et l'etude de leur impact sur la prevision numerique du temps. La temperature de la basse stratosphere (tls) est obtenue directement a l'aide des temperatures de brillance et d'une information complementaire contenue dans la banque de donnees tigr (thermodynamical initial guess retrieval) du lmd. Tls a ete etudiee pour 3 depressions de fastex et pour les tempetes de fin decembre 1999. Nous avons montre que tls, liee a la temperature de la tropopause dynamique, reflete des structures de la tropopause tels que dorsales, thalwegs, ruptures de tropopause le long du cote cyclonique du courant-jet et precurseurs d'altitude. Ensuite, les temperatures de brillance du tovs ont ete assimilees dans le modele de prevision arpege. Pour la premiere fois, une etude de ciblage avec les donnees du tovs a ete realisee. Pour quantifier leur impact sur la prevision, nous avons utilise la notion de sensibilite de la prevision aux observations : en raison de la presence de nuages au dessus des zones sensibles et du role cle de la tropopause dans la cyclogenese, les donnees du sondeur micro-ondes du tovs sont primordiales ainsi que celles d'un canal infrarouge visant en dessous de la tropopause. De plus, nous avons observe que la sensibilite est liee au processus d'assimilation lui-meme, suggerant la notion de zone sensible effective.
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30

Kern, Bretton J. "Vibrant amusement." Morgantown, W. Va. : [West Virginia University Libraries], 2010. http://hdl.handle.net/10450/11159.

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Анотація:
Thesis (M.F.A.)--West Virginia University, 2010.
Title from document title page. Document formatted into pages; contains v, 37 p. : col. ill. Vita. Includes abstract. Includes bibliographical references (p. 34).
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31

Tursic, Semir. "Smarta leksaker : Viktig faktorer vid utformandet av en digital checklista kring säkerhetsriskerna med smarta leksaker och vad som bör göras för att säkra dem." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15639.

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Smarta leksaker är en del av den växande trenden Internet of Things och förväntas att öka kraftigt de närmaste åren. Smarta leksaker bli allt vanligare i många hem. Men vad många inte vet är att en smart, internetuppkopplad leksak, kan samla in data kring användaren. Detta sker vanligtvis genom en kamera, mikrofon eller GPS. Informationen som samlas in lagras oftast historisk och kan komma att delas med tredje part och används oftast i en större beräkningsgrund som vi inte alltid tänker på. Dessa leksaker utgör en säkerhetsrisk och kräver därför säkerhetsåtgärder för att säkerställa deras tillförlitlighet, därför att de kommer att användas av barn. Det har framkommit många säkerhetsbrister kring smarta leksaker. Den bristande säkerheten inkluderar informationsläckage, övervakning samt leksaker som används för att avlyssna på barn via obehöriga anslutningar. Mycket beror på den mjukvaran som finns i var och en av dessa leksaker, att den inte uppdateras och att säkerhetshål inte täpps till. Smarta leksaker kommer att innebära oförutsedda datasäkerhets- och integritetsrisker eftersom det för närvarande inte är möjligt att definiera alla möjliga problem som kan uppkomma. Tidigare forskning har tagit upp sårbarheter och risker med dessa leksaker och många har tagit fram en konceptuell bild över Toy Computing – vad det är och hur det fungerar. Men det finns inget bra verktyg för en auktoriserad användare för att stämma av mot för att aktivt skydda sig mot hackare och vad han eller hon bör tänka på när det gäller smarta leksaker.
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32

Wooldridge, Michaela Birgitta. "Playing with technology : mother-toddler interaction and toys with batteries." Thesis, University of British Columbia, 2010. http://hdl.handle.net/2429/23711.

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To investigate play with electronic toys (battery-operated or digital), 25 mother-toddler (16-24 months old) dyads were videotaped in their homes playing with sets of age-appropriate electronic and non-electronic toys for approximately 10 minutes each. Parent-child interactions were coded from recorded segments of both of the play conditions using the PICCOLO checklist. Mean scores for each play session were compared and the result showed significantly lower means in the electronic toys condition for three of the four sub-scales of the PICCOLO. Family demographic and play pattern data were collected via self-report questionnaire. Results indicated that the play experiences of toddlers were compromised by the lower quality of parent-child interaction during joint play with electronic toys. The potential impact on early child development and suggestions for future research are discussed.
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33

Södergren, Carin. "How stimuli by toys affect pigs growth, health and welfare." Thesis, Högskolan på Gotland, Institutionen för kultur, energi och miljö, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-731.

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Pigs do naturally have a high motivation to explore their environment. In a poor environment pigs still display this motivation and when there is no stimulation in the pen, pigs direct their behavior at pen-mates and pen components. Lack of stimulation can lead to decreased welfare and increased stress. This study investigates if extra stimuli by toys would affect pigs growth, health and welfare. Growing pigs (219) were followed during 7 weeks and divided into twenty two pens, eleven with toys and eleven without toys. I found partly support for the prediction that toys would help in a short time perspective but there was no support for the prediction that in a longer run the toys (used in this experiment) would increase pigs welfare. One explanation to this might be the straw that all the pens had (by law in Sweden), which seemed to be the most importuned component for satisfying pigs behavioral needs.
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34

Evjen, Benjamin. "Comfort Toys: Coping Tools for Children with an Epileptic Parent." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4252.

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Анотація:
When a caregiver suffers from epilepsy, a child can often feel frightened, vulnerable, and alone whenever a seizure occurs. In my thesis project I intend to help children negotiate this struggle with the use of therapeutic toys. Through play, children can navigate feelings that are often overlooked by adults. The visual appeal, simplicity, and materials used in their creation help facilitate comfort through sensory cues. By applying coping mechanisms to deal with stress caused by the passage of time, provide tactile comfort, and equip the child with tools to take action, their emotional needs are met. These toys address an overlooked need for children who consistently deal with the emotionally taxing occurrences that come with having an epileptic caregiver.
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35

Woodyer, Tara Louise. "Playing with toys: the animated geographies of children's material culture." Thesis, Royal Holloway, University of London, 2010. https://researchportal.port.ac.uk/portal/en/theses/playing-with-toys(9ad9239a-5de3-4c5f-8087-e52c4c65225e).html.

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This PhD thesis develops a relational approach to the study of childhood and children. Drawing on the ecumenical approaches of non-representational theory, material culture studies and hybrid geographies, it explores the assemblages of human and nonhuman entities through which childhood comes into being. More specifically, this thesis considers the socio-material assemblages involving children and toys, principally through an ethnographic study of children's everyday practices with this particular type of object. To this end, it addresses a paucity of empirical work conducted with child consumers. To unpack how and why these (often highly commodified) objects matter to children, I address the precise contributions of toys to relational agency in terms of the creative capabilities they possess. Toys, like objects in general, motivate particular inferences, interpretations and responses. These are a function of three broadly conceived prompts to object agency: the sensual and material properties of the toy itself; and the socio-material relations in which the toy is embedded. Through a series of case studies involving cuddly toys, model aeroplanes, trading cards, Bratz fashion dolls, Harry Potter media, dollhouses and video games, I trace the various agencies of toys. This discussion of object agency is then extended through an examination of toys as technologies, which are productive in terms of the co-configuration of imaginative spaces of play in and of the everyday. In this regard, I address magical lands, miniature worlds and virtual spaces of play. By attending to the intimate, embodied ways in which toys matter to children, this thesis examines children's engagements with consumer cultures. In so doing it presents an alter-tale to contemporary debates about the demoralised character of contemporary childhoods and children.
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36

Snyder, Tara D. "The effects of toy exposure on children's prosocial and antisocial behavior." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-09122009-040431/.

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37

Squellati, Jessa. "Nipomo Toys for Tots drive public relations campaign : to gain media coverage for holiday toy donations and the third annual toys for tots benefit golf tournament /." Click here to view, 2009. http://digitalcommons.calpoly.edu/joursp/2.

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Анотація:
Thesis (B.S.)--California Polytechnic State University, 2009.
Project advisor: Doug Swanson. Title from PDF title page; viewed on Jan. 13, 2010. Includes bibliographical references. Also available on microfiche.
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38

Suner, Sedef. "Preschool Children As A User Group: Design Considerations For Musical Toys." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614074/index.pdf.

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Early musical experiences are very important for social, cognitive and physical development of children, as well as their future musical competences. Preschools present this environment with various musical materials. However, suitability of these materials in terms of developmental needs of children and educational goals is questionable. The purpose of this study is to transfer knowledge from relevant literature to design considerations of musical toys for preschool children. Literature review was conducted to determine various aspects to be considered while designing musical toys by compiling knowledge from developmental psychology and pedagogy literature
governments
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39

Bevans, Rebecca L. "Playful interactions with toys and pictures by infant cross-fostered chimpanzees." abstract and full text PDF (UNR users only), 2006. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1433379.

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40

Wolowic, Jennifer. "Research tools or collaborative toys? cameras and participatory research with youth." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/1601.

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Анотація:
My participatory photography and video project with a First Nations teen drop in center in Northern British Columbia has revealed the benefits of viewing cameras as toys through which community-based research projects can actively engage the world rather than as tools for authoritative observers. The interactive play between the instant feed back of digital cameras placed in youths’ hands creates relationships that allow for the exploration of delicate subjects and intimate moments captured on video. The display of meanings constructed through visual images reveal powerful possibilities for visual research methodologies used in collaborative research.
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41

Meuret, Brienna. "Effects of Video Modeling on Preference and Reinforcer Value for Toys." Scholar Commons, 2016. http://scholarcommons.usf.edu/etd/6118.

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Анотація:
Children diagnosed with autism often exhibit a limited range of preferred stimuli. This can lead to problem behavior or a decline in quality of life. Recent work has shown that watching peers approach and interact with stimuli can affect an observer’s preferences with respect to those stimuli. Video modeling is an effective intervention component for many individuals with ASD, and may be extended toward increasing the breadth of preferences in such individuals. The purpose of this study is to examine the degree to which video modeling can be used to increase the preference and reinforcing value of initially low-preferred toys in individuals with autism. Progressive ratio (PR) break point assessments and multiple stimulus without replacement preference assessments were used to evaluate intervention effectiveness. Overall, video modeling was effective at increasing preference of least preferred toys but increases in preference were not accompanied by increases in reinforcer value as reflected by frequency of responses.
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42

Bunow, Miriam Jennie. "The archaeology of childhood toys in 19th century upstate New York /." Diss., Online access via UMI:, 2009.

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43

Bayona, Palma Carla Alejandra, Revoredo Renato Alessandro Chopitea, Navas Jimena Alejandra Dios, Urteaga Andrea Rocío Terzi, and Granda Sebastian Miguel Valladares. "La bolsa de juguetes." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651757.

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Анотація:
En este trabajo se busca la viabilidad del negocio de La Bolsa de Juguetes, como plataforma online que permite realizar movimientos entre los juguetes, muebles y accesorios de niños y niñas entre 0 y 10 años. Para validar el siguiente trabajo “La Bolsa de Juguetes”, se realizó una investigación de mercados, mediante diferentes fuentes como por ejemplo las familias limeñas con hijos. En dicha investigación se pudo comprobar que el consumidor peruano se encuentra más propenso a efectuar compras por internet. La tendencia de compras en línea, en el Perú ha sido más lenta; sin embargo, cada vez son más los peruanos que efectúan compras online, teniendo como beneficio que estos no tienen una preferencia por marcas online, por lo que son propensos a experimentar con nuevas marcas. Con entrevistas realizadas a potenciales clientes hemos detectado que al ser padres primerizos prefieren compra todo nuevo y de marcas conocidas, pero cuando llega el segundo hijo saben que comprar juguetes, muebles o accesorios es un gasto grande y, muchas veces, innecesario. Los perfiles de nuestros consumidores son padres, madres o apoderados de niños o niñas de 0 a 10 años. Para finalizar, con los análisis financieros del desarrollo de La Bolsa de Juguetes se considera que el proyecto es viable a partir del segundo año.
In this work the viability of the Toy Bag business is sought, as an online platform that allows movements between the toys, furniture and accessories of children between 0 and 10 years. To validate the following work “The Toy Bag”, a market investigation was carried out, through different sources such as Lima families with children. In this investigation it was found that the Peruvian consumer is more prone to make purchases online. The trend of online shopping in Peru has been slower; However, more and more Peruvians make online purchases, with the benefit that they do not have a preference for online brands, so they are likely to experiment with new brands. With interviews with potential clients, we have detected that since they are first-time parents, they prefer to buy everything new and well-known brands, but when the second child arrives they know that buying toys, furniture or accessories is a large and, often, unnecessary expense. The profiles of our consumers are fathers, mothers or guardians of children from 0 to 10 years. Finally, with the financial analysis of the development of the Toy Exchange, the project is considered viable from the second year.
Trabajo de investigación
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44

Park, Miles Adam. "Xxxianity : "a safe, non-pornographic place to shop for all your Christian sex toy and romance needs" /." MSU Only Available Electronically, 2009. http://etd.missouristate.edu/campus/Park.Miles-2009-SP.pdf.

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45

Feuerbacher, Erica Nan Rosales-Ruiz Jesus. "Natural concepts in the domestic dog." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/ark:/67531/metadc12123.

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46

Oliveira, Gabriela Areias de. "A adoção de smart toys em Portugal : perceções e consumos das famílias." Master's thesis, 2018. http://hdl.handle.net/10400.14/27675.

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Анотація:
Esta dissertação tem como principal objetivo avaliar o modo como a nova tipologia de brinquedos, os smart toys, estão a ser adotados pelas famílias portuguesas. Como consequência de uma sociedade marcada pela Internet of Things, o mercado dos brinquedos tem vindo a ser alvo de profundas mudanças tecnológicas. Deste modo, pretende-se averiguar de que maneira é que as famílias portuguesas estão a receber esta mudança através de uma análise das perceções dos diferentes membros das famílias, pais e crianças, face ao tema, e de uma compreensão do papel desempenhado pelas crianças como influenciadoras na tomada de decisão de compra desses produtos. A investigação partiu de uma revisão de literatura que pretendeu, em primeiro lugar, compreender as novas tendências do comportamento do consumidor, com foco no comportamento de compra familiar e no consumidor infantil, seguida de uma breve análise das novas tendências do marketing infantil. Por fim, foi feita uma breve análise da evolução do mercado dos brinquedos, culminando na apresentação do conceito de smart toy. O trabalho empírico adotou uma abordagem interpretativista e qualitativa, baseada em entrevistas semi-estruturadas aplicadas a famílias portuguesas com crianças de idades compreendidas entre os 5 e os 10 anos. A amostra selecionada foi uma amostra intencional de 22 famílias provenientes de Lisboa e Porto, de classe média alta e utilizadores de tecnologias digitais. O estudo permitiu concluir que o mercado de smart toys está ainda em fase inicial em Portugal. Embora se tenha encontrado alguns adotantes de smart toys, estes ainda são escassos. O estudo revelou que as famílias estão ainda reticentes na adoção destes brinquedos muito derivado à relação qualidade-preço e aos potenciais benefícios que poderão ter para os seus filhos. Já as crianças numa primeira abordagem mostram se curiosas e influenciam os pais a adotar um. Contudo constatou-se que após adquirirem o brinquedo facilmente se desinteressavam. e que as crianças não se sentem particularmente atraídas pelas suas caraterísticas.
The main objective of this study is to evaluate how the new typology of toys, smart toys, are being adopted by Portuguese families. As a consequence of a society driven by the Internet of Things, the toy market is living a moment of deep technological changes. Thus, we would like to find out how Portuguese families are receiving this change through an analysis of the perceptions of the different members of families, parents and children, in what concerns this subject, and to understand the role of children as influencers of decision-making in the purchase of these products. The research started with a literature review, which aimed to clarify the new trends in consumer behaviour, focusing on family buying behaviour and child consumer behaviour, followed by a brief analysis on the evolution of children marketing. Finally we analysed the evolution of the toy market and presented the concept of smart toy. The empirical work adopted an interpretative and qualitative approach, based on semistructured interviews applied to Portuguese families with children aged between 5 and 10 years old. The selected sample was an intentional sample of 22 families from Lisbon and Porto, upper middle class and users of digital technologies. The study concluded that the smart toys market is still in its initial stage in Portugal. Some smart toys adopters were found but they are still scarce. The study revealed that families are still hesitant about adopting these kinds of toys for two reasons: price-quality ratio and the potential benefits they may have for their children. As for children, they show themselves curious and influence their parents to buy smart toys. However, it was found that after acquiring the toy, children easily lose interest and that they are not particularly attracted by the characteristics of the toys.
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47

Lu, Yi-Ting, and 呂宜庭. "The Design of a New Interactive Toy for Teaching about the Internet of Things." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/3m8f2c.

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Анотація:
碩士
大同大學
資訊工程學系(所)
105
Along with the rapid development of information technology, computer science education has drawn a lot of attention with regard of school curriculum from kindergarten through high school. In 2016, US President Obama addressed this trend with an initiative, “Computer Science for All”, which amplifies the need of helping children and youngsters thrive in emerging digital economy. Going by the recent trend in information technology, the Internet of Things (IoT), enables everyday objects with computing and networking capabilities. It is rapidly changing the way that society utilises and experiences information technology. What if children learn IoT just like they are playing with toy blocks? Could it be possible to build an ideal IoT world and everyone could benefit from it? The study showcases a set of interactive blocks, which enables children to build up simple IoT applications via their imagination. The aim of this study is not only provide children a new way to learn through play, but also be able to innovate through play. Several two to three hours long workshops where participants delve into the design process and working in teams to better understand the effect of the blocks were hosted. The feedback indicates this approach is effective in terms of inducing more attention on their everyday activities during the play. ters, create new computers, use of scientific and technological innovation to change the world.
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48

Wang, Jin-Chwan, and 王金傳. "Case Study of Education Toys’ Design - Combination Toys." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/61351053704693447639.

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Анотація:
碩士
大葉大學
設計研究所碩士在職專班
93
Children grows with toy, toy is important for promote on study and education for children. Giving good enlightenment when they were in infant stage improves development of brain. Gears are often-used mechanical parts, and are extensively used in transmission. It is one of the common sense in our daily life. This study focuses on combination toys, its human interface and children recognition. Base on existing gear toys and geometric combine toys’ parts, this study uses experiment to observe children’s behaviors and favorites. Participates used toy parts to construct a specific object during the investigation. The result shows that although children are interested in gear toys, they do not prefer its interface, manipulation. The degree of difficulty of gear toy affects their usability. Through individual observation and the questionnaires, this study utilized innovation techniques to redesign toy by transfer and combine. The new interface design combines the advantage from both blocks and gear toys. At last, we compare original design and redesign. It indicated there is significant improvement for children satisfaction. The development of toys should considering children’s requirements to reduce children’s problem result from products usage.
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49

張雄健. "Childern Playing With Electric toys and Non-Electric toys Pretend Behavior Research." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/03860452729728845859.

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50

Huang, Wei-Cheng, and 黃韋誠. "Redesign of Recycle Toys." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/fae6u6.

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Анотація:
碩士
實踐大學
工業產品設計學系碩士班
103
The idea of green design has been put into effect for decades, and it is no longer a style or a slogan in design industry; instead, a basic principle through design processes. Mostly, it is common to think that the best solution for environment is to deal with the materials and technics. However, it is easy to neglect when products reach the point of sale terminals, people will face the issue of abandonment and elimination. Therefore, if those over-produced and abandoned readymade products can be recycled and reproduced, and even better, "upcycled" under the goal of “non-waste”, it is much possible to achieve the balance in “industrial ecosystem”. Thus, basic on the idea above, this thesis suggests to use recycled toys as the main material for design creations, and to organize the way to positioning and presenting them. The most important is to make them become new creations with their original characteristics through design thinking and the point of view of art. Finally, by evaluating the credits of these creations according to the results of statistical analysis, this thesis sets a guideline for further concepts in design and academic research.
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