Dissertationen zum Thema „Physical and Virtual Environment“
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Breneman, Samuel. „Physical-virtual workspaces /“. Online version of thesis, 2008. http://hdl.handle.net/1850/6187.
Der volle Inhalt der QuelleBergström, Mattias. „Getting physical : tangibles in a distributed virtual environment /“. Luleå : Luleå University of Technology, 2006. http://epubl.ltu.se/1402-1757/2006/01/.
Der volle Inhalt der QuelleGillespie, Steven. „Fire Ground Decision-Making| Transferring Virtual Knowledge to the Physical Environment“. Thesis, Grand Canyon University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3590526.
Der volle Inhalt der QuelleThe primary purpose of this quantitative study was to examine if simulation training correlated with the decision-making abilities of firefighters from two departments (one in a mountain state and one in a southwest state). The other purposes were to determine if firefighter demographics were correlated with the completion of the simulation training and/or predicted decision-making abilities. The independent variables of this study were the completion simulation-training program and selected firefighter demographics with the naturalistic decision-making abilities of these firefighters as the dependent variable. Using purposive sampling, the participants selected were members of the two sample fire departments. The survey contained three categories: demographic information, simulation-based training program overview, and simulation-training assessment. The study produced some statistically significant findings which provided empirical evidence regarding the effective use of simulation training to the decision-making ability of firefighters. It also addresses the void in the existing knowledge base on the effectiveness in using simulation training on the decision-making ability on the fire ground, which firefighters need particularly.
Buhl, Christian M. „Implementation and validation of physical control interfaces in a virtual environment“. Honors in the Major Thesis, University of Central Florida, 2000. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/185.
Der volle Inhalt der QuelleBachelors
Engineering
Computer Engineering
Moore, Tonia L. „Student-Directed Inquiry: Virtual vs. Physical“. Youngstown State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1342540170.
Der volle Inhalt der QuelleChapman, Peter Michael. „Towards a physical model for virtual environments“. Thesis, University of Hull, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.342870.
Der volle Inhalt der QuelleTabbah, Alyaá. „Evaluating digital twin data exchange between a virtual and physical environment regarding lighting quantity“. Thesis, Jönköping University, JTH, Byggnadsteknik och belysningsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53737.
Der volle Inhalt der QuelleFriedmann, Martin Richard. „Distributed physical simulations and synchronization in virtual environments“. Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/66352.
Der volle Inhalt der QuelleTellez, Martinez Albert, und Dennis Dirk Steinhilber. „A Comparison of the Resiliency Against Attacks Between Virtualised Environments and Physical Environments“. Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-97546.
Der volle Inhalt der QuelleWeichel, Christian. „Mixed physical and virtual design environments for digital fabrication“. Thesis, Lancaster University, 2016. http://eprints.lancs.ac.uk/77782/.
Der volle Inhalt der QuelleAyoğlu, Halil Supervisor :. Yalınay Şebnem. „Digital architecture as the extension of physical spaces : asymtote's New York Stock Exchange virtual reality environment“. Ankara : METU, 2005. http://etd.lib.metu.edu.tr/upload/2/12605769/index.pdf.
Der volle Inhalt der QuelleSudarshan, Raghunathan 1978. „A web-based virtual laboratory for monitoring physical infrastructure“. Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/84811.
Der volle Inhalt der Quelle"June 2002."
Includes bibliographical references (leaves 73-75).
by Raghunathan Sudarshan.
S.M.
Bin, Sheng. „Image-based modeling and physically-based design in virtual environment“. Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1676958.
Der volle Inhalt der QuellePettersson, Sebastian. „The Effects Of Physical Movement In Virtual Reality With The Use Of Heart Rate Biofeedback Interaction As A Game Mechanic“. Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105941.
Der volle Inhalt der QuelleNatsupakpong, Suriya. „Physically Based Modeling and Simulation for Virtual Environment based Surgical Training“. Case Western Reserve University School of Graduate Studies / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=case1259182314.
Der volle Inhalt der QuelleGanskop, Dean. „Psychological benefits and educational potential of physically immersive artificial environment pedagogy /“. Online version of thesis, 2010. http://hdl.handle.net/1850/12250.
Der volle Inhalt der QuelleAlavesa, P. (Paula). „Playful appropriations of hybrid space:combining virtual and physical environments in urban pervasive games“. Doctoral thesis, Oulun yliopisto, 2018. http://urn.fi/urn:isbn:9789526221380.
Der volle Inhalt der QuelleTiivistelmä Urbaanitila on jatkuvassa muutoksessa, sillä se muotoutuu ja järjestyy uudelleen siellä kulkevien kaupunkilaisten kautta. Ubiikin teknologian, ihmisten kanssakäymisen ja modernin tilakäsityksen yhteisvaikutuksesta syntyy niin sanottu hybriditila, joka muodostaa peliareenan monille pervasiivisille peleille. Viime vuosikymmeninä tällä peliareenalla on tapahtunut vaivihkaisia mutta perustavaa laatua olevia muutoksia. Pelilaitteista on tullut aidosti mobiileja, ja ne kulkevat kaikkialla pelaajien mukana. Pelijärjestely vaatii vähemmän vaivaa pelaajaa kohden, paikannuksen tarkkuus on parantunut ja muutosten kautta myös kaupallisia pelejä on enemmän saatavilla. Nykyisiä pervasiivisia sijaintipohjaisia pelejä voi pelata milloin vain ja missä vain. Edellä mainittu kehitys edellyttää pervasiivisten pelien ja pelitilan uudelleen konseptualisointia. Väitöstyön aihe ei ole pelillisyys sellaisenaan, vaan “pelillisyys ja sen hyödyntäminen hybriditilassa”. Hybriditila on aina urbaani ja sisältää ubiikkia teknologiaa, minkä vuoksi pelit tässä tilassa ovat lähes poikkeuksetta myös digitaalisia. Aiempi tutkimus esittää, että saavutetut kehitysaskeleet voi niputtaa kahden metaforan alle. Nämä metaforat ovat: aito mobiilius sekä aito sosiaalisuus. Tämä väitöskirja esittää kolmannen, vielä määrittelemättömän tai saavuttamattoman metaforan näiden jatkoksi: synkronisuus. Synkronisoitavat piirteet tai elementit sitovat todellisuuksia yhteen pervasiivisessa pelitilassa. Tilassa olevat todellisuudet voivat olla realistisia pelimaailman kaltaisia virtuaalitiloja tai abstrakteja todellisuuksia, kuten pelitarinan muodostama todellisuus tai jonkin tietyn paikan tilaidentiteetti. Vaikka sijaintipohjaisuus on tärkeä todellisuuksia yhdistävä piirre, synkronisoitavat elementit voivat olla muutakin kuin sijaintikoordinaatteja. Pervasiiviset pelit nivoutuvat pelaajiensa päivittäiseen elämään, mikä tekee pelin kontekstista erottamattoman osan peliä. Tämä ominaisuus oikeuttaa ”in the wild” -menetelmien käytön tutkimuksessa, mikä tarkoittaa, että pelaamista ja pelejä tarkkaillaan luonnossa todellisessa ympäristössään. Tässä väitöstyössä käytetään konstruktioina varta vasten tätä tutkimusta ajatellen suunniteltuja ja toteutettuja pervasiivisia tutkimuspelejeä. Konstruktiivista tutkimusta tukee lisäksi teoreettinen tutkimusosio, joka koostuu kirjallisuuskatsaukseen pohjautuvasta nykyisten sijaintipohjaisten pelien ja pelitilan kategorisoinnista. Pervasiiviset pelit nivoutuvat pelaajiensa päivittäiseen elämään, mikä tekee pelin kontekstista erottamattoman osan peliä. Tämä ominaisuus oikeuttaa ”in the wild” -menetelmien käytön tutkimuksessa, mikä tarkoittaa, että pelaamista ja pelejä tarkkaillaan luonnossa todellisessa ympäristössään. Tässä väitöstyössä käytetään konstruktioina varta vasten tätä tutkimusta ajatellen suunniteltuja ja toteutettuja pervasiivisia tutkimuspelejeä. Konstruktiivista tutkimusta tukee lisäksi teoreettinen tutkimusosio, joka koostuu kirjallisuuskatsaukseen pohjautuvasta nykyisten sijaintipohjaisten pelien ja pelitilan kategorisoinnista
Alrashdan, Khaled Rasheed. „A virtual environment for the modelling, simulation and manufacturing of orthopaedic devices“. Thesis, Brunel University, 2011. http://bura.brunel.ac.uk/handle/2438/8840.
Der volle Inhalt der QuelleTucker, Ashton. „Virtual and Physical Environments in the work of Pipilotti Rist, Doug Aitken, and Olafur Eliasson“. University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1337084536.
Der volle Inhalt der QuelleRipert, Marie. „Efeito da realidade virtual em crianças com paralisia cerebral: revisão bibliográfica“. Bachelor's thesis, [s.n.], 2017. http://hdl.handle.net/10284/5891.
Der volle Inhalt der QuelleIntrodução: a realidade virtual (RV) tem sido utlizada como forma de melhorar os diferentes padrões de movimento em crianças com Paralisia Cerebral (PC). Objetivo: verificar os efeitos da utilização da RV nos défices motores em crianças com PC. Metodologia: pesquisa com palavras-chave na B-on e na base de dados Pubmed para identificar estudos publicados nos últimos 10 anos, randomizados controlados, randomizados não controlados, estudos de casos, publicados em inglês e em que se tratam os défices motores nas crianças com PC com uma idade máxima de 18 anos. Foram excluídos estudos sem texto integral disponível e nos quais foi realizado em simultâneo um outro tipo de tratamento além da RV. Resultados: foram identificados 12 artigos. Conclusão: a maioria dos estudos encontrados foram séries de estudos de caso, o que não permite a extrapolação dos resultados. E necessário efetuar mais estudos para avaliar a evidência da RV como ferramenta coadjuvante ao tratamento de fisioterapia em crianças com PC.
Introduction: Virtual Reality (VR) have been used as a way to improve the different movements patterns of patients with Cerebral palsy (CP). Objective: investigate the effects of the use of VR in motor deficits on patients with CP. Methodology: search by keywords on Bon e Pubmed database to identify randomized controlled studies, randomized uncontrolled studies , cases studies, carried on humans during the last 10 years, in English and that deal with the motor deficits in children with CP and whose age is maximum 18. Results: 12 studies were identified. Conclusion: The majority of the studies that we found were series of case studies; which doesn’t permit the extrapolation of the results. It’s necessary to realize more studies in order to evaluate the evidence of the VR as a supporting instrument to physiotherapy in children with CP.
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Silva, Paulo Gustavo da. „O processo decisório do turista em ambiente virtual: fatores que influenciam as etapas de compra“. Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20552.
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Tourism is one of the biggest economic activities in the world and it has undergone changes in its management, especially in the perspective of marketing, a result of globalization and the internet. This dissertation has as its theme: "The Desion-Making Process of the Tourist in the Virtual Environment: Factors that influence the purchase stages", and it aims to analyze how the influencing factors of purchase are manifested in the physical and virtual environment in the decision-making process in the context of the hotel market. In the theoretical framework, this dissertation approaches the perspectives of digital marketing, decision-making process and tourism. This research was conducted with 330 Brazilian and foreign tourists who stayed in the coast of Rio Grande do Norte, through a hotel wherewith they made contact to shopping in a physical and/or virtual environment. Therefore, it is an exploratory descriptive study, in this dissertation the Exploratory Factor Analysis (EFA), ANOVA and Discriminant Analysis (DA) for the treatment and analysis of the data were used it. It is concluded that, in relation to practical contributions to companies, is possible to infer that companies that operate in the hotel market must look for the changes that happen in the decision-making process in the virtual environment, considering variables that are important in the time of purchase by tourist, in which are: Satisfaction, Service, Ease, Credibility, Security, Price, Relationship, Post-sales and Communication. A company that markets hosting should not use the same way the marketing strategy for both environments (physical and virtual) because customers behave and evaluate differently depending on the environment in which they are inserted during the decision-making process
O turismo que é uma das maiores atividades econômicas do mundo e vem passando por mudanças na sua gestão notadamente na perspectiva do marketing, resultado da globalização e da internet. A presente tese tem como tema: “O Processo Decisório do Turista em Ambiente Virtual: Fatores que influenciam as etapas de compra”, e busca atender o objetivo de analisar como os fatores influenciadores de compra se manifestam no ambiente físico e virtual no processo decisório no contexto do mercado hoteleiro. No referencial teórico, o trabalho aborda perspectivas do marketing digital, processo decisório e turismo. A pesquisa foi realizada com 330 turistas brasileiros e estrangeiros que se hospedaram no litoral do Rio Grande do Norte, por meio de um estabelecimento hoteleiro com o qual realizaram contato para compra em ambiente físico e/ou virtual. Trata-se, portanto, de uma pesquisa exploratória descritiva, neste estudo a Análise Fatorial Exploratória (AFE), ANOVA e Análise Discriminante (AD) foram utilizadas para o tratamento e análise dos dados. Conclui-se que, no tocante as contribuições práticas para as empresas, é possível inferir que as organizações que atuam no mercado hoteleiro devem atentar para as mudanças que ocorrem no processo decisório no ambiente virtual, levando em consideração as variáveis que são importantes no momento da compra para o turista, sendo: Satisfação, Atendimento, Facilidade, Credibilidade, Segurança, Preço, Relacionamento, Pós-vendas e Comunicação. A empresa que comercializa hospedagem não deve utilizar da mesma forma as estratégias de marketing para os dois ambientes (físico e virtual), pois os clientes se comportam e avaliam de maneira diferente dependendo do ambiente o qual está inserido durante o processo decisório
Sicuro, David Leonardo Lencastre. „Physically based modeling and simulation of a ship in open water 3-D virtual environment“. Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03sep%5FSicuro.pdf.
Der volle Inhalt der QuelleThesis advisor(s): Xiaoping Yun, Fotis Papoulias, Joseph Sullivan. Includes bibliographical references (p. 89-90). Also available online.
Hsu, Carolyn P. „Interactions between physical and virtual space : the influence of game environments on graphic design problem solving /“. Online version of thesis, 2007. http://hdl.handle.net/1850/4843.
Der volle Inhalt der QuelleMullan, E. „Physical modelling sound synthes by digital waveguide extraction with application to computer games and virtual environments“. Thesis, Queen's University Belfast, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.580109.
Der volle Inhalt der QuelleLi, Yingzhu. „Development of immersive and interactive virtual reality environment for two-player table tennis“. Thesis, University of Central Lancashire, 2012. http://clok.uclan.ac.uk/5316/.
Der volle Inhalt der QuelleAyoglu, Halil. „Digital Architecture As The Extension Of Physical Spaces: Asymptote“. Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/2/12605769/index.pdf.
Der volle Inhalt der Quelles New York Stock Exchange Three-Dimensional Trading Floor (NYSE 3DTF) VRE is a significant example to analyze digital architecture in this perspective. The 3DTF is a project where architecture and information bring each other into a new meaning through the spatialization of information in digital medium. The thesis analyzes how 3DTF VRE becomes extension to the existing actual NYSE in terms of four tools of analysis: visualization, navigation, interaction,and data integration. This thesis proposes to rethink architecture&rsquo
s relation with information through an understanding of extension.
Santos, Rafael Augusto Penna dos. „Ambientes físico-virtuais de aprendizagem“. reponame:Repositório Institucional da FURG, 2014. http://repositorio.furg.br/handle/1/5058.
Der volle Inhalt der QuelleRejected by Vitor de Carvalho (vitor_carvalho_im@hotmail.com), reason: - Sobrenomes de autor/orientador não podem estar em caixa alta; - Falta um dos sobrenomes da orientadora. on 2015-06-12T19:44:55Z (GMT)
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O avanço tecnológico dos últimos anos ocasionou mudanças na maneira como as pessoas se relacionam. Dispositivos computacionais, sensores e atuadores se fazem presentes na vida das pessoas atualmente, de maneira que os mundos físico e virtual se misturam. Propostas de sistemas físico-cibernéticos (Cyber-Physical Systems ou CPS) surgem com o intuito de integrar os sistemas computacionais com objetos do mundo físico. Neste novo contexto, as discussões dos impactos tecnológicos nos ambientes escolares são importante, estabelecendo novas áreas de pesquisa, como ensino eletrônico, educação à distância, aprendizagem móvel e aprendizagem ubíqua. Dentro dessas áreas, os Ambientes Virtuais de Aprendizagem (AVAs), que são sistemas computacionais disponíveis na internet, destinados ao suporte de atividades mediadas pelas tecnologias de informação e comunicação, são bastante utilizados e estudados. Esses ambientes podem ser identificados por uma série de características que envolvem interação entre alunos e professores, oportunidades de socialização e concepção de informação, propostas pedagógicas, representação do espaço virtual, entre outras. No entanto, os AVAs costumam apresentar possibilidades restritas de lidar com as informações do mundo físico. Esta tese tem como foco a integração de elementos reais/físicos em AVAs, através de interfaces humano-computador avançadas. Para tanto, propõe-se a definição de Ambientes Físico- Virtuais de Aprendizagem, discutindo suas características e um modelo conceitual de referência. Por fim, a plataforma Toogle, proposta para implementação de sistemas físicocibernéticos, é aprimorada e utilizada no desenvolvimento desses novos espaços.
Technological advances in recent years has brought about changes in the way people relate. Computing devices, sensors and actuators are present in the in people's lives today, in a way that the physical and virtual worlds mix. Proposals of Cyber-Physical Systems (CPS) arise in order to integrate computer systems with the physical world objects.In this new context, discussions about technological impacts on school environments are important, establishing new areas of research, such as e-learning, distance education, mobile learning and ubiquitous learning. Within these areas, the Virtual Learning Environments (VLEs), which are computer systems available on the Internet, intended to support activities mediated by information and communication technologies, are widely used and studied. These environments can be identified by a number of features that involve interaction between students and teachers, socialization opportunities, educational proposals, representation of virtual space, among others. However, VLEs often have limited possibilities to deal with the information of the physical world. This dissertation focuses on the integration of real / physical elements in VLEs, through advanced human-computer interfaces. We propose the definition of Cyber-Physical Learning Environments, discussing their characteristics and a reference conceptual model. Finally, the Toogle plataform, proposed to implement cyber-physical systems, is enhanced and used to develop these new spaces.
Moberg, Linn, und Emelie Ahlström. „Hur påverkas ledarskapet av en virtuell arbetsmiljö? : Hur ledarskapsrollerna i kreativa team påverkats av övergången från fysisk till virtuell arbetsmiljö under coronapandemin“. Thesis, Malmö universitet, Malmö högskola, Institutionen för Urbana Studier (US), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-40230.
Der volle Inhalt der QuelleFor many years, organizations have tried to adapt to the increasing digitalization in the world. However, when the COVID-19 pandemic began to spread around the world in the beginning of 2020, many unprepared companies had to change their routines drastically. The purpose of this study is to examine whether and how leadership roles in creative teams are affected by a shift from a physical to a virtual work environment. In order to answer the research question a qualitative method with physical interviews, video interviews and interviews through email has been used. A total of 12 respondents participated from two different companies. Four of the respondents had management positions and the remaining were co-workers with creative roles. The collected data has been transcribed and analyzed using a content analysis method. This content analysis method resulted in six different categories; leadership, communication, group dynamics, motivation, productivity and creativity. The findings suggest that the leaders have adapted their leadership roles in several different ways since the shift from a physical to a virtual workplace, and that the co-workers’ roles also have been affected. Based on the results, a virtual leadership seems to require more structure, explicitness and awareness than a physical leadership. The co-workers were also given more responsibility and an increased self- leadership. They planned and reviewed their own daily work, as well as took more initiative when it came to communication and problem solving.
Maillot, Pauline. „Les bienfaits de l’entrainement en exergames sur le vieillissement cognitif : étude du transfert d’apprentissage“. Thesis, Paris 11, 2012. http://www.theses.fr/2012PA113002.
Der volle Inhalt der QuelleFor years, research literature has underlined that, notwithstanding the cognitive deficits related to advancing age, individuals may continue to benefit from their prior experiences in the optimization of their behavior, aided by the maintenance of a certain level of cognitive plasticity (i.e., concept of enrichment effects). The present research aims to understand the extent of seniors’ behavioral plasticity and establish how exergames may assist them in countering the deleterious effects of normal cognitive aging. This research consists of two studies which aim to identify the potential for cognitive and motor acquisitions via the use of virtual training devices. The first study highlights that a three month exergame training program improved both executive functions and the speed of processing in sedentary seniors. These results suggest that such cognitive improvements may be explained by (1) physical solicitation resulting in improved cardiorespiratory endurance, and (2) by the game-related cognitive stimulation (due to the variety of tasks and interactions) further transferring to neuropsychological tests. The second study is designed to identify the occurrence of a virtual-real transfer through context similarity between our two experimental tasks, both based on a golf-putting task. Compared performances between the two age groups, having trained in one of two learning conditions (real versus virtual) underlined that young adults were able to reinvest the acquired skills from the virtual to the real context, in contrast to older adults. Even though the latter acquired actual motor skills in virtual context, they failed to optimally re-engage prior acquisitions. This doctoral research attests that exergames, through both physical and cognitive stimulation, may be an effective means to counter the deleterious effects related to advancing age
Moreau, Filip. „Physics-Based, Real-Time Simulation of Fluid-Immersed Rigid Bodies“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43343.
Der volle Inhalt der QuelleSouza, Pedro Alexandre Lopes de. „Estudos sobre a utilização da web 2.0 como ferramenta cultural da ação mediada no ensino de ciências“. Universidade Federal de Goiás, 2016. http://repositorio.bc.ufg.br/tede/handle/tede/6831.
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The new generation of Internet has been a decisive factor in direction-making of society through using interactive tools, which enables (re)build the knowledge. Here, everything becomes more dynamic and the interaction is increasingly more natural, both in visual terms and programming language. Thus, the Information and Communication Technologies, especially the Web 2.0, have been incorporated into educational processes. This dissertation deals with the representation of scientific models using computer applications. Thus, it was planned and developed a technology product interactive portal – Ealuno, using there sources of the Web 2.0, considering its use as an action cultural tool for Physics teaching and learning. We discuss about how this way of presentation is inserted in Science/Physics class and described its functions. This is an investigation characterized as a participante search. In this case, we assume two positions, since we representthe Science teachers who teach for a technological society and the members of this technological society, that is, we represent the Physics classroom conditioned by new ways of communication from defined and legitimized positions in this social structure. Our results indicate that the student configuration allows different waysof record and representation of the reality that promotes to it autility in the mediated action, being this utility in the interactivity power and in the access to virtual environments, permitting to provide to users interaction and motivation for the Physics teaching and learning process.
A nova geração da internet tem se apresentado como fator decisivo nas tomadas de rumo da sociedade por meio da utilização de diversas ferramentas interativas, o que possibilita (re)construir o conhecimento. Nela, tudo é cada vez mais dinâmico e a interação é cada vez mais natural, tanto em termos visuais, quanto em sua linguagem de programação. Assim, as Tecnologias de Informação e Comunicação (TIC’s), em especial a Web 2.0, têm-se incorporado a processos educativos. Assim, planejamos e desenvolvemos o produto tecnológico portal interativo – Ealuno, utilizando os recursos da Web 2.0 tendo em vistas sua utilização como ferramenta cultural da ação mediada de ensino e aprendizagem de física. Discorremos sobre como essa forma de apresentação se insere na aula de ciências/física e descrevemos suas funcionalidades. Esta é uma investigação que se caracteriza como uma pesquisa participante. Neste caso, assumimos duas posições, pois representamos os professores de ciências que ensinam para a sociedade tecnológica e os membros dessa sociedade tecnológica, isto é, representa-se a sala de aula de física condicionada por novas formas de comunicação a partir de posições definidas e legitimadas nessa estrutura social. Nossos resultados demonstram que a configuração do Ealuno permite diferentes meios de registro e representação da realidade que lhe confere utilidade na ação mediada, e esta utilidade está no poder de interatividade e no acesso a ambientes virtuais, oferecendo aos usuários interação e motivação, para o processo de ensino e aprendizagem de física.
Onofre, Dari Campolina de. „Escolananet: o uso de ambiente virtual de aprendizagem (AVA) como ferramenta de apoio e estímulo à aprendizagem de física no ensino médio“. Universidade Federal de São Carlos, 2010. https://repositorio.ufscar.br/handle/ufscar/4416.
Der volle Inhalt der QuelleThis work consists in building, implementing and evaluating a Virtual learning Environment (VLE) as a tool to support the teaching of physics with traditional methodology, in high school, using the Moodle softares package. The environment has been structured to have the student making use of VLE during the whole school year, with the contents distributed in cycles for the three series as follows: Kinematics, Dynamics, Hydrostatics, Thermophysics, Electrostatics and Electrodynamics. The cycles have a basic structure formed by a study guides , a summary text with exercises to assimilation and deepening of contents, virtual labs, simulators and evaluation questionnaires . The use of VLE proved to be an organizer and facillitator of the study and mainly a motivation tool for students that had increased the time of study and interaction with the teacher. The activities were developed in bimodal form, where first the instructor gives a lecture and after the students perform activities at home, which allows the instructor resuming and redirecting the contents according to the performance of the students in the VLE. The increase of motivation for better learning, verified through the completion of the tasks proposed, was confirmed by results obtained in some tests answered by volunteer students.The VLE ia available at www.escolananet.com and and hosted at the site of the Graduate Program in Teaching of Exact Sciences of UFSCar.(http://www.ppgece.ufscar.br/.)
Este trabalho consiste na construção, aplicação e avaliação de um Ambiente Virtual de Aprendizagem (AVA) como ferramenta auxiliar ao ensino de Física com metodologia tradicional, no Ensino Médio, usando a plataforma Moodle. O ambiente foi estruturado para que o aluno faça uso do AVA da primeira à última semana do ano letivo, com uma estrutura distribuída por ciclos para as três séries, com conteúdos de Cinemática, Dinâmica, Hidrostática, Termofísica, Eletrostática, Eletrodinâmica e Eletromagnetismo. Os ciclos possuem uma estrutura básica que consiste em uma orientação de estudos, um texto resumo com exercícios para assimilação e aprofundamento, laboratórios virtuais, simuladores e questionários avaliativos. O uso do AVA mostrou-se organizador, facilitador e principalmente motivador aos alunos, aumentado o tempo de estudo e a interação com o professor. As atividades foram desenvolvidas no formato bimodal, onde os alunos primeiramente têm com o professor em sala de aula o primeiro contato com o conteúdo e realizam as atividades em casa, permitindo ao professor retomar e redirecionar os conteúdos de acordo com a percepção no ambiente. A motivação para uma melhor aprendizagem, através da realização das tarefas propostas, foi constatada em questionário respondido por alunos voluntários. O ambiente desenvolvido encontra-se disponível na Internet no endereço: www.escolananet.com e fará parte do ambiente implantado no servidor da Pós Graduação em Ensino de Ciências Exatas no endereço http://www.ppgece.ufscar.br/.
Nourian, Saeid. „xPheve: An extensible physics engine for virtual environments“. Thesis, University of Ottawa (Canada), 2004. http://hdl.handle.net/10393/26731.
Der volle Inhalt der QuelleSilva, Carlos Alberto Morais Pacheco da. „Um estudo sobre a utilização de ambientes virtuais de aprendizagem para ministrar aulas de física“. Universidade Federal de Sergipe, 2015. https://ri.ufs.br/handle/riufs/5189.
Der volle Inhalt der QuelleNesta pesquisa foi realizado um estudo sobre a utilização de ambientes virtuais de aprendizagem ao se ministrar aulas de Física nas escolas de ensino médio de /, Sergipe. Visando melhor compreender essa questão, foram utillizados dois eixos de investigação. O primeiro, chamado de eixo central, foi trabalhado junto a professores de Física de escolas da rede estadual de ensino. A finalidade neste eixo foi obter informações sobre a efetiva utilização ou não de ambientes e simulações virtuais nas aulas ministradas por esses professores e as possíveis causas que conduzissem à realidade encontrada, fossem causas de opção metodológica ou pessoal. O segundo eixo de investigação, chamado de eixo auxiliar, foi trabalhado junto a alunos de licenciatura em Física, cursando a disciplina Instrumentação para o Ensino de Física IV (IEF IV), na Universidade Federal de Sergipe (UFS). Procurou-se identificar o nível de aceitação por parte dos alunos em relação à utilização de simulações virtuais ao ministrarem aulas com conteúdos de Física abordados no ensino médio. Nesse segundo eixo, verificou-se através de atividades práticas utilizando simulações virtuais se os alunos alcançariam um grau de envolvimento com as simulações, de forma a se sentirem estimulados a utilizá-las em futura atividade profissional nas escolas. Os resultados dos dois eixos de investigação serviram de subsídio para se entender a existência ou não de alguma relação causal entre as duas realidades pesquisadas, que implicasse em uma prática de ensino transposta da graduação para as escolas de educação básica. Em relação aos professores das escolas, foram considerados aspectos como tempo de formado e de prática docente, existência de atualizações através de formação continuada ou ainda outros fatores de natureza pessoal que poderiam influenciar na utilização ou não de ferramentas virtuais de ensino nas atividades docentes cotidianas desses professores. Constatou-se através dos resultados obtidos que a maior parte dos professores de Física entrevistados não utiliza simulações virtuais porque, além da carência estrutural das escolas onde lecionam, eles dispõem de pouca carga horária semanal para incluir as simulações em suas atividades regulares de ensino de Física. Constatou-se também que no caso dos professores entrevistados, essa não utilização de ferramentas de ensino virtuais, não se deve a transposição de uma prática trazida por eles da graduação.
Ellwanger, Anderson Luiz. „O PLANEJAMENTO DINÂMICO COMO PROMOTOR DE UMA APRENDIZAGEM AUTÔNOMA NO ENSINO SUPERIOR EM CONTEUDOS DE FÍSICA CLÁSSICA MEDIADOS POR AMBIENTE VIRTUAL DE APRENDIZAGEM“. Universidade Franciscana, 2018. http://www.tede.universidadefranciscana.edu.br:8080/handle/UFN-BDTD/602.
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In this work we present a study on a Dynamic Planning structured for the development of the discipline of Physics I and Physics Applied to Architecture in undergraduate classes of the faceto- face modality of the Universidade Franciscana during the year 2016. This research was initially delineated from conclusions obtained in activities previously applied in 2014 in these same disciplines, with the help of Moodle computational environment. The current didactic strategy was organized through the Teaching Plan, prepared at the beginning of the semester, having been adjusted over the period according to the needs of each class, considering previous implementations added to the researcher's experience. The initial planning and organization of the contents / activities started from the study of the curricular curriculum of the course, in which the discipline is inserted, as well as the expected profile of the egress. Subsequently, the reorganization of Dynamic Planning considered the prior knowledge of the students guiding a didactic sequence based on the use of virtual applications, videos and practical activities. The evaluation process took place on a continuous basis, in which all tasks such as participation in forums, multiple choice questions and organization / presentation of papers made up the student's final evaluation. In this way, the differential of this research was based on the constant reorganization of the planning, guided by the results collected throughout the implementation. The teaching frame is marked in the meaning of Significant Learning with emphasis on the student's autonomy in the process of formation. The analysis of the results was systematized from the participation of the students in dialog spaces in the Moodle environment, and in a semi structured interview, both methods being supported in the Content Analysis Theory of Bardin. With regard to students' use of knowledge, there was a more intense commitment to the "classroom structure" and, later, a motivation in understanding an unfinished science that is constantly advancing. In this way, this study highlights the results of a differentiated methodology called Dynamic Planning, which aims student autonomy in the teaching and learning process.
Neste trabalho apresentamos um estudo sobre um Planejamento Dinâmico estruturado para o desenvolvimento da disciplina de Física I e Física Aplicada à Arquitetura em turmas de graduação, da modalidade presencial, da Universidade Franciscana, durante o ano de 2016. Essa pesquisa foi inicialmente delineada a partir de conclusões obtidas em atividades aplicadas previamente em 2014 nessas mesmas disciplinas, com o auxílio do Moodle via o Ambiente Virtual de Aprendizagem (AVA). A atual estratégia didática foi organizada por meio do Plano de Ensino, elaborado ao iniciar o semestre, tendo sido ajustado ao longo do período de acordo com a necessidade de cada turma, considerando as implementações anteriores somadas à experiência do pesquisador. O planejamento inicial e a organização dos conteúdos/atividades partiram do estudo da grade curricular do curso, em que está inserida a disciplina, assim como o perfil esperado do egresso. Posteriormente, a reorganização do Planejamento Dinâmico considerou os conhecimentos prévios dos estudantes norteando uma sequência didática baseada no uso de aplicativos virtuais, vídeos e atividades práticas. O processo avaliativo ocorreu de forma continuada, nas quais todas as tarefas como participação em fóruns, questões de múltipla escolha e organização/apresentações de trabalhos compuseram a avaliação final do estudante. Desta forma, o diferencial desta pesquisa amparou-se na constante reorganização do planejamento, guiada pelos resultados coletados ao longo da implementação. O referencial de ensino é balizado nas acepções da Aprendizagem Significativa com ênfase na autonomia do estudante no seu processo de formação. A análise dos resultados foi sistematizada a partir da participação dos estudantes em espaços de diálogo no AVA- Moodle, e em uma entrevista semiestruturada, sendo ambos os métodos amparados na Teoria de Análise de Conteúdo de Bardin. No que se refere ao aproveitamento dos estudantes frente ao conhecimento, percebeuse um empenho mais intenso na “estrutura aula” e, posteriormente, uma motivação na compreensão de uma ciência não acabada e em contínuo avanço. Desta forma, este estudo destaca os resultados de uma metodologia diferenciada denominada Planejamento Dinâmico, que visa uma maior autonomia dos estudantes no processo de ensino e aprendizagem.
Schröder, Dirk [Verfasser]. „Physically based real-time auralization of interactive virtual environments / Dirk Schröder“. Aachen : Hochschulbibliothek der Rheinisch-Westfälischen Technischen Hochschule Aachen, 2012. http://d-nb.info/1020247320/34.
Der volle Inhalt der QuelleCarmo, Rodrigo Salvadori Baptista do. „Ambiente virtual de aprendizagem em ondas e acústica para auxiliar o processo ensino e aprendizagem da física no ensino médio“. Universidade Federal de São Carlos, 2013. https://repositorio.ufscar.br/handle/ufscar/4439.
Der volle Inhalt der QuelleThis work describes the development of a VLE Virtual Learning Environment, where music is the basis for studying sound waves. New educational tools such as videos, animations, simulations, as well as the Moodle platform, were used to create a virtual environment, where students can learn about sound waves in an autonomous and interactive way, motivating them to use computers and internet as facilitators of the teaching/learning process, making it more effective and interesting. This material was applied to High School students - which translates to Ensino Médio and/or Pré-Vestibular in Brazil s schooling system - in the following schools: Carlos Drummond de Andrade and Nomelini Cirandinha, both in Barretos, Escola Espaço Livre, in Bebedouro and Coc Cardiofísico, in Jaboticabal. Both the teaching experience related to the VLE construction and its learning results are also described in this work.
O presente trabalho descreve o desenvolvimento de um AVA Ambiente Virtual de Aprendizagem, onde utilizamos a música como fio condutor para o estudo das ondas sonoras. Fazendo uso das novas ferramentas educacionais como vídeos, animações, simulações bem como a plataforma Moodle, produzimos um ambiente virtual onde os alunos podem estudar as ondas sonoras de uma forma interativa e autônoma, incentivando-os a utilizar o computador e a internet como facilitadores do processo de ensino/aprendizagem, tornando este processo mais efetivo e interessante. Esse material foi aplicado a turmas de alunos do Ensino Médio e Pré-Vestibular das escolas Carlos Drummond de Andrade e Nomelini Cirandinha, ambas de Barretos, Escola Espaço Livre, de Bebedouro e escola COC Cardiofísico, de Jaboticabal. Tanto a experiência didática quanto a construção do AVA e seus resultados de aprendizagem são também descritos neste trabalho.
Ferreira, Andre Luis Andrejew. „Processos cognitivos na diferenciação e aplicabilidade dos conceitos de equação e função na físico-química“. reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/19031.
Der volle Inhalt der QuelleThe present work has the objective of investigating the comprehension of the concepts of equation and function that will be applied in the Physics Chemistry subject I from the Chemistry Graduation Course at the UFPel. For that, Ausubel concept of meaningful learning, conceptual maps and the “V” epistemology were used as theoretical background. Besides, the mathematical concepts of equation and function applied to Chemistry were considered and also the analysis and the research of computational tools available on the internet and their characteristics related to the applicability in the teaching area. During the construction period of this research, some pre tests with the students were applied with the purpose of identifying the subsumers as well as the elaboration of the conceptual maps about the mathematical knowledge needed for the subject, mainly for the ideal gas equation. The results were analyzed and they allowed the development of a learning virtual object which privileges the use of mathematical equations and functions inside Chemistry The virtual object allows the student to get into the interaction process searching the development of his learning process as well as elements which promote the interdisciplinarity between Mathematics and Chemistry. Interdisciplinarity will privilege the applicability of mathematical concepts in the Ideal Gas Equation, mainly in the Physics Chemistry Subject I.
Nakhal, Bilal. „Generation of communicative intentions for virtual agents in an intelligent virtual environment : application to virtual learning environment“. Thesis, Brest, 2017. http://www.theses.fr/2017BRES0156/document.
Der volle Inhalt der QuelleVirtual Reality plays a major role in developing new educational methodologies, and allows to develop virtual environments for learning where intelligent virtual agents play the role of tutors. These agents are expected to help human users to learn and apply domain-specific procedures with predefined learning outcomes. We work on building a real-time system able to sustain natural interaction with the user in a Virtual Learning Environment (VLE). To implement this model, we propose to use the Multi-Agent System for Collaborative, Adaptive & Realistic Environments for Training (MASCARET) as an Intelligent Virtual Environment (IVE) model that provides the knowledge base to the agents and model the semantic of the virtual environment and user’s activities. To formalize the intention of the agents, we implement a cognitive module within MASCARET inspired by BDI (Belief-Desire-Intention) architecture that permits us to generate high-level intentions for the agents. Furthermore, we integrate Embodied Conversational Agents (ECA), which are based on the SAIBA (Situation, Agent, Intention, Behavior, Animation) framework. The embodied agents of the environment have communicative intentions that are transmitted to the user through natural communication channels, namely the verbal and non-verbal communicative acts and behaviors of the ECAs. To evaluate our model, we implement it in a concrete pedagogical scenario for learning blood analysis procedures in a biomedical laboratory. We use this application to settle an experiment to validate the propositions of our model. The hypothesis of this experiment is to assume that the presence of anECA in a Virtual Environment (VE) enhances the learning performance (or at least does not degrade it) in the context of a learning procedure. The performance is represented by the time of execution, the number of committed errors and the number of requests for assistance. We analyze the results of this evaluation, which partially confirms the hypothesis of the experiment and assure that having an ECA in the VLE does not degrade the performance of the learner in the context of a learning procedure
Peters, Kevin Christopher. „TOUCHSPICE: PHYSICAL-VIRTUAL CIRCUIT EMULATOR“. DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/769.
Der volle Inhalt der QuelleYahaya, Ros Aizan. „Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment“. Queensland University of Technology, 2007. http://eprints.qut.edu.au/16489/.
Der volle Inhalt der QuelleRamesh, Ashwin. „Stiffness Perception in a Virtual Environment“. Thesis, KTH, Maskinkonstruktion (Inst.), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-99310.
Der volle Inhalt der QuelleAvsikten med denna rapport är att beskriva utvecklingen av en virtuell miljö för att med hjälp av en haptisk utrustning (Omega 7) studera och analysera kraftåterkoppling under varierande dynamiska förhållanden. Haptisk återkoppling från virtuella objekt har utvecklats för detta ändamål. Målet med projektet är att med hjälp av utvecklat system genomföra experiment för att studera hur försökspersoner kan hantera bristande överensstämmelse mellan visuell och proprioceptiv återkoppling. Studien avser också kognitiv karaktärisering av mänsklig interaktion med ett virtuellt objekt, speciellt med fokus på objektets styvhet. Detta bedöms vara relevant inom rehabiliteringsområdet eftersom en virtuell verklighet i kombination med haptisk återkoppling möjliggör full kontroll över, och registrering av, hur interaktionen sker. Av speciellt intresse är att studera hur rörelse i, och kraftåterkoppling från den virtuella miljön påverkar vår upplevelse av densamma. För utveckling av den virtuella miljön har CHAI 3D använts. CHAI 3D är ett C++ bibliotek med öppen källkod avsedd för realtidssimulering av haptisk återkoppling och visualisering.
Tramberend, Henrik. „Avocado: a distributed virtual environment framework“. [S.l. : s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=967442222.
Der volle Inhalt der QuelleEmery, Michael. „Virtual environment for medical skills training /“. Leeds : University of Leeds, School of Computer Studies, 2008. http://www.comp.leeds.ac.uk/fyproj/reports/0708/Emery.pdf.
Der volle Inhalt der QuelleLe, Goff Didier A. „Amphibious operations in a virtual environment“. Monterey, California. Naval Postgraduate School, 1997. http://hdl.handle.net/10945/7873.
Der volle Inhalt der QuelleMore than 80 percent of recent, real world, naval operations have taken place in the littoral; over half have employed amphibious units. However, up till now, no simulation developed at the Naval Postgraduate School had the capability to exercise any type of naval amphibious operation. Previous simulations lacked the necessary amphibious ship and landing craft models. Second, a method for nesting mounted entities did not exist. The approach taken was to develop a general algorithm for dynamically mounting, unmounting and nesting entities. Secondly, amphibious ship and landing craft models were developed incorporating a simple hydrodynamic models for use with the LPD-17 and Landing Craft Air Cushion (LCAC) vehicles. Finally, real time collision detection was implemented to ensure realistic interaction between all entities. The result is a stand alone, 3-D, virtual environment (VE) which simulates landing craft embarkation operations between a mother ship (LPD-17 class) and an LCAC, and allows embarked entities to walk through the 50,000 polygon LPD model in real time (7-15 frames per second). The simulation is further enhanced by realistic wave response, based on the Pierson-Moskowitz spectrum, by all ocean borne vehicles. Lastly, the use of the high level EasyScene 3.0 API allowed the application to be written in approximately 30 percent few lines of code than otherwise possible
Reynolds, James V., und Craig L. Smith. „Virtual environment training on mobile devices“. Thesis, Monterey, California: Naval Postgraduate School, 2013. http://hdl.handle.net/10945/37700.
Der volle Inhalt der QuelleOver 100 million tablet computers have been sold in the last three years. They now have the computing power of a state-of-the-art laptop of just a few years ago. This computing power and market saturation allows them to become viable virtual environment (VE) trainers. Tablets have a different set of input modalities and user expectations, which need to be taken into careful consideration when a VE trainer is designed. The authors developed a VE call for fire (CFF) trainer and explored the processes necessary to make it successful. In order to utilize tablet hardware to its full potential, the authors devised the Window to the World (W2W) paradigm as it applies to a mobile device. The authors tablet CFF trainer, Supporting Arms TrainerMobile (SAT-M), was compared to the Marine Corps current laptop CFF system, ObserverSim. Despite being in early development, participants with and without CFF experience overwhelmingly preferred SAT-M (p=0.002). Reasons included the ability of W2W to mimic real world physical motion, an easier to use interface, and a decrease in extraneous cognitive load.
Maddox, Winston H. „Adapting to a Virtual Learning Environment“. Antioch University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1429557429.
Der volle Inhalt der QuelleMiller, John. „Distributed virtual environment scalability and security“. Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.
Der volle Inhalt der QuelleThorstenson, Erik. „Virtual environment for assembler code analysis“. Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-18345.
Der volle Inhalt der QuelleArapan, Sergiu. „Understanding Physical Reality via Virtual Experiments“. Doctoral thesis, Uppsala universitet, Institutionen för fysik och materialvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9314.
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