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Dissertationen zum Thema „Physical and Virtual Environment“

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1

Breneman, Samuel. "Physical-virtual workspaces /." Online version of thesis, 2008. http://hdl.handle.net/1850/6187.

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Bergström, Mattias. "Getting physical : tangibles in a distributed virtual environment /." Luleå : Luleå University of Technology, 2006. http://epubl.ltu.se/1402-1757/2006/01/.

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3

Gillespie, Steven. "Fire Ground Decision-Making| Transferring Virtual Knowledge to the Physical Environment." Thesis, Grand Canyon University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3590526.

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<p> The 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
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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.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.<br>Bachelors<br>Engineering<br>Computer Engineering
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Moore, Tonia L. "Student-Directed Inquiry: Virtual vs. Physical." Youngstown State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1342540170.

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Chapman, 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.

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7

Tabbah, 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.

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Building Information Management and Digital Twin technology with help of Smart lights can optimizethe built environment impacting our health and well-being, by providing the right amount of light at theright time of day. Lighting simulation is challenging, due to the strict requirements to represent reality. Digitaltwin technology will provide a more dynamic two-way feed-back between the physical and the virtual environmentto optimize the lighting environment giving real-time sensor data. The main problem that currently occurswhile evaluating a lighting design made in photorealistic computer v
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Tellez, Martinez Albert, and 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.

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Virtualisation is a technology that is more and more applied due to its advantages regarding cost and operation. It is often believed that it provides a better security for an IT environment since it enables centralisation of hardware. However, virtualisation changes an IT environment fundamentally and contains new vulnerabilities that must be considered. It is of interest to evaluate whether the belief that virtual environments provide a better security for an IT environment is true or not. In this project, the resiliency against attacks for physical environments and virtual environments is a
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Friedmann, Martin Richard. "Distributed physical simulations and synchronization in virtual environments." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/66352.

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Weichel, Christian. "Mixed physical and virtual design environments for digital fabrication." Thesis, Lancaster University, 2016. http://eprints.lancs.ac.uk/77782/.

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Digital Fabrication (3D printing, laser-cutting or CNC milling) enables the automated fabrication of physical objects from digital models. This technology is becoming more readily available and ubiquitous, as digital fabrication machines become more capable and affordable. When it comes to designing the objects that are to be fabricated however, there are still barriers for novices and inconveniences for experts. Through digital fabrication, physical objects are created from digital models. The digital models are currently designed in virtual design environments, which separates the world we d
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Ayoğlu, 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.

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Sudarshan, Raghunathan 1978. "A web-based virtual laboratory for monitoring physical infrastructure." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/84811.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 2002.<br>"June 2002."<br>Includes bibliographical references (leaves 73-75).<br>by Raghunathan Sudarshan.<br>S.M.
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Bin, Sheng. "Image-based modeling and physically-based design in virtual environment." Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1676958.

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Pettersson, 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.

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This thesis explores the use of heart rate as a biofeedback game mechanic control in combination with physical movement in a Virtual reality (VR) environment using either teleportation, or a VR treadmill. A literature review, surveys, expert interviews, semi-structured interviews and a VR prototype were created. The prototype was iterated three times, and tested using the A-B method with 57 participants. The Polar H10 was used for the heart rate monitoring of the participants. The readings of the heart rate values were received via a script in Python in order to extract raw heart rate data fro
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Natsupakpong, 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.

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Ganskop, Dean. "Psychological benefits and educational potential of physically immersive artificial environment pedagogy /." Online version of thesis, 2010. http://hdl.handle.net/1850/12250.

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Alavesa, 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.

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Abstract Modern urban space, technological infrastructure, and sociability combine into a hybrid space that is the arena for urban pervasive games. Over the past two decades the changes in this game arena have been stealthy although substantial. Technological developments have helped to achieve true mobility of gaming devices, increased precision in localization, improved connectivity, and reduced orchestration required per player. Current pervasive location-based games can be played anytime anywhere. Subsequently, doors have been opened for a growing number of commercial games. These changes
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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.

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The objective of this work is to investigate whether the game physics based modelling is accurate enough to be used in modelling the motion of the human body, in particular musculoskeletal motion. Hitherto, the implementation of game physics in the medical field focused only on anatomical representation for education and training purposes. Introducing gaming platforms and physics engines into orthopaedics applications will help to overcome several difficulties encountered in the modelling of articular joints. Implementing a physics engine (PhysX), which is mainly designed for video games, hand
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Ripert, Marie. "Efeito da realidade virtual em crianças com paralisia cerebral: revisão bibliográfica." Bachelor's thesis, [s.n.], 2017. http://hdl.handle.net/10284/5891.

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Projeto de Graduação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Licenciada em Fisioterapia<br>Introdução: 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,
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Tucker, 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.

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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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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-10-26T13:06:12Z No. of bitstreams: 1 Paulo Gustavo Da Silva.pdf: 1153328 bytes, checksum: 539977d8b79c86b2a743a3090b6ca4ed (MD5)<br>Made available in DSpace on 2017-10-26T13:06:12Z (GMT). No. of bitstreams: 1 Paulo Gustavo Da Silva.pdf: 1153328 bytes, checksum: 539977d8b79c86b2a743a3090b6ca4ed (MD5) Previous issue date: 2017-10-10<br>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.
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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.

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Thesis (M.S. in Electrical Engineering and M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, September 2003.<br>Thesis advisor(s): Xiaoping Yun, Fotis Papoulias, Joseph Sullivan. Includes bibliographical references (p. 89-90). Also available online.
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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.

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Mullan, 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.

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While the first computer games synthesised all their sound effects, a desire for realism led to the use of sample playback when technology matured enough to allow it. However, current research points to many advantages of procedural audio, which is generated at run time using various synthesis techniques. A physical modelling branch of audio synthesis provides an intuitive link to an environment's virtual physical parameters. Some physical modelling techniques, primarily modal synthesis, have been used to synthesise audio in real-time in interactive virtual environments. This thesis presents a
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Li, 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/.

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Although the history of Virtual Reality (VR) is only about half a century old, all kinds of technologies in the VR field are developing rapidly. VR is a computer generated simulation that replaces or augments the real world by various media. In a VR environment, participants have a perception of “presence”, which can be described by the sense of immersion and intuitive interaction. One of the major VR applications is in the field of sports, in which a life-like sports environment is simulated, and the body actions of players can be tracked and represented by using VR tracking and visualisation
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Ayoglu, 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.

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The aim of this thesis is to develop an understanding of digital architecture as an extension to the physical spaces. The thesis claims that Virtual Reality Environments (VREs) coexist, supplement, support and extend the physical environments. VREs enable the users to deal with manipulable, multi-dimensional, interactive digital environment. Asymptote&rsquo<br>s 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
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Maqbool, Hira. "Aesthetic choices: Defining the range of aesthetic views in interactive digital media including games and 3D virtual environments (3D VEs)." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2023. https://ro.ecu.edu.au/theses/2682.

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Defining aesthetic choices for interactive digital media such as games is a challenging task. Objective and subjective factors such as colour, symmetry, order and complexity, and statistical features among others play an important role for defining the aesthetic properties of interactive digital artifacts. Computational approaches developed in this regard also consider objective factors such as statistical image features for the assessment of aesthetic qualities. However, aesthetics for interactive digital media, such as games, requires more nuanced consideration than simple objective and subj
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Santos, Rafael Augusto Penna dos. "Ambientes físico-virtuais de aprendizagem." reponame:Repositório Institucional da FURG, 2014. http://repositorio.furg.br/handle/1/5058.

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Moberg, Linn, and 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.

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Organisationsvärlden har under flera år stått inför utmaningen att anpassa sig efter den ökade digitaliseringen som sker i samhället, men när COVID-19 pandemin började sprida sig i världen i början av år 2020 fick många oförberedda företag ändra sina rutiner drastiskt. Studien syftar till att undersöka om och hur ledarskapssrollerna i kreativa team förändras av ett skifte från fysisk till virtuell arbetsmiljö. För att kunna besvara studiens frågeställning har en kvalitativ metod i form av fysiska intervjuer, intervjuer via videosamtal samt intervjuer via mejl använts. T
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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.

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Depuis de nombreuses années, la littérature s’attache à mettre en évidence que, malgré les déficits cognitifs liés à l’avancée en âge, chaque individu peut bénéficier de ses expériences afin de les réinvestir quotidiennement à travers une optimisation de ses comportements, via le maintien d’un certain niveau de plasticité cognitive (i.e., théorie de l’enrichissement cognitif). Dans cette perspective, ce travail vise à appréhender l’étendue de la plasticité comportementale des seniors via l’étude du transfert d’apprentissage issu des exergames. Son ambition est d’établir quels peuvent être les
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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.

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Objects interacting with fluid are of high interest to visually present in three-dimensional applications, such as computer games and virtual environments. For presenting the interactions with high correctness, dynamic rigid body simulation may be used. This paper presents methods for efficient, physics-based real-time simulation of fluid-immersed rigid bodies, where the correctness of the simulation is maintained. Simulated forces include gravity, buoyancy, thrust, drag, and lift. To have the simulation run efficiently in real-time, discretization of the simulated rigid body is made by applyi
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Souza, 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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Submitted by Cássia Santos (cassia.bcufg@gmail.com) on 2017-02-09T09:42:54Z No. of bitstreams: 2 Dissertação - Pedro Alexandre Lopes de Souza - 2016.pdf: 7101637 bytes, checksum: d5d022bc631d95e4f6760cb0a13bbb82 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2017-02-09T10:37:10Z (GMT) No. of bitstreams: 2 Dissertação - Pedro Alexandre Lopes de Souza - 2016.pdf: 7101637 bytes, checksum: d5d022bc631d95e4f6760cb0a13bbb82 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427
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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.

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Made available in DSpace on 2016-06-02T20:02:48Z (GMT). No. of bitstreams: 1 3110.pdf: 2472459 bytes, checksum: 9fb334947989ca6b5bd9c44fd972fb2d (MD5) Previous issue date: 2010-07-08<br>This 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,
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Nourian, Saeid. "xPheve: An extensible physics engine for virtual environments." Thesis, University of Ottawa (Canada), 2004. http://hdl.handle.net/10393/26731.

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Almost any Virtual Reality application requires having a basic set of physical rules and properties such as gravity and collision elasticity. Traditionally, these physical laws were hard-coded within the application, adding an extensive amount of confusing codes that have little to do with the project requirements but more to do with satisfying the basic physics of the scene. Since every VR application would have its own implementation of physical behaviors, we face a problem that is commonly known as the "reinvention of the wheel"! To avoid the redundancy problem and to adequately separate th
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Silva, 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.

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In this research was carried out a study on the use of virtual learning environments to minister physics classes in the high schools of Aracaju, Sergipe. In order to better understand this issue, it was used two research axes. The first one, called the central axis, was worked with physics teachers from the state system schools. The purpose of this axis was to obtain information on the effective use or not of- virtual environments and simulations in classes taught by these teachers and the possible causes that would lead to that found reality, were causes of methodological or personal choice.
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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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Submitted by MARCIA ROVADOSCHI (marciar@unifra.br) on 2018-08-20T17:59:29Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Tese_AndersonLuizEllwanger.pdf: 20191181 bytes, checksum: d3b7f1adf6fed73bff479e01e305a9ca (MD5)<br>Made available in DSpace on 2018-08-20T17:59:29Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Tese_AndersonLuizEllwanger.pdf: 20191181 bytes, checksum: d3b7f1adf6fed73bff479e01e305a9ca (MD5) Previous issue date: 2018-05-18<br>In this work we present a study on a Dynamic Planni
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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.

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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.

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O presente trabalho tem como objetivo investigar a compreensão dos conceitos de equação e função que serão aplicados na disciplina de Física-Química I do Curso de Química da UFPel. Para isso foram usados como fundamentação teórica o conceito de aprendizagem significativa de Ausubel, Mapas Conceituais e a Epistemologia do “Vê” de Gowin. Também foram utilizados os conceitos matemáticos de equação e função aplicados à Química, assim como a análise e o levantamento de ferramentas computacionais disponíveis na internet e as suas características em termos de aplicabilidade na área do ensino. Para a
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Carmo, 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.

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Made available in DSpace on 2016-06-02T20:02:52Z (GMT). No. of bitstreams: 1 5280.pdf: 8210728 bytes, checksum: 25d41c9af014811f3c1f0f36883c9a32 (MD5) Previous issue date: 2013-02-03<br>This 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
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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.

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La réalité virtuelle joue un rôle majeur dans le développement de nouvelles technologies de l’éducation, et permet de développer des environnements virtuels pour l’apprentissage, dans lesquels, des agents virtuels intelligents jouent le rôle de tuteur. Ces agents sont censés aider les utilisateurs humains à apprendre et appliquer des procédures ayant des objectifs d’apprentissage prédéfini dans différents domaines. Nous travaillons sur la construction d’un système temps-réel capable d’entamer une interaction naturelle avec un utilisateur dans un Environnement d’Apprentissage Virtuel (EAV). Afi
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FONTANA, Federico. "Physics-based models for the acoustic representation of space in virtual environments." Doctoral thesis, Università degli Studi di Verona, 2003. http://hdl.handle.net/11562/342240.

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In questo lavoro sono state affrontate alcune questioni inserite nel tema più generale della rappresentazione di scene e ambienti virtuali in contesti d’interazione uomo-macchina, nei quali la modalità acustica costituisca parte integrante o prevalente dell’informazione complessiva trasmessa dalla macchina all’utilizzatore attraverso un’interfaccia personale multimodale oppure monomodale acustica. Più precisamente è stato preso in esame il problema di come presentare il messaggio audio, in modo tale che lo stesso messaggio fornisca all’utilizzatore un’informazione quanto più precisa e utilizza
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Peters, Kevin Christopher. "TOUCHSPICE: PHYSICAL-VIRTUAL CIRCUIT EMULATOR." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/769.

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This thesis involves the creation of a system of embedded touchscreen devices called touchSPICE to aid in the learning of basic circuits. Traditionally, circuit theory is taught to students in two different methods, lectures and laboratory exercises. Lectures focus on auditory and visual learning and are largely passive learning. Lab experiments allow students to physically interact with the circuits, and learn visually through viewing output waveforms from simulators or on measurement devices. The goal of the touchSPICE project is to develop a physical system for virtual, real-time SPICE simu
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Yahaya, 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/.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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Yahaya, Ros. "Immersive virtual reality learning environment : learning decision-making skills in a virtual reality-enhanced learning environment." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16489/1/Roy_Yahaya_Thesis.pdf.

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New advances in computer programming and more powerful technology have opened up new opportunities for learning though immersive virtual reality simulations. This research highlighted the importance of the role of a lecturer in fostering learning in a technology rich learning environment. Undergraduate business studies students worked collectively to try resolve a problem depicted through an immersive simulation involving a burning factory. The simulation provided a rich personal experience that enabled students with lecturer support to generate effective strategies to address the problem.
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Tramberend, Henrik. "Avocado: a distributed virtual environment framework." [S.l. : s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=967442222.

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Ramesh, Ashwin. "Stiffness Perception in a Virtual Environment." Thesis, KTH, Maskinkonstruktion (Inst.), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-99310.

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This report is aimed at setting up a virtual environment to study and analyze the force feedback during varying dynamic conditions of the virtual environment with the help of a Haptic Device ( Omega.7 ). Adequate Haptic feedback with the virtual object is also implemented. The objective of the project is to perform experiments to study how the subject tries to elude a visioproprioceptive mismatch during robotically arbitrated manipulations in virtual reality when he/she instigates an action, and then to assess the results. The study is also aimed at cognitively characterizing interaction with
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Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.

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Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads. This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not ma
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Thorstenson, 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.

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The hardware that computers consist of may for dierent reasons be dicult to monitor, the price may be high or the hardware itself may be unavailable. The most apparent reason though is the fact that hardware generally is not transparent, i.e. the hardware does not provide informa- tion on how a task is conducted, only its result. To provide a virtual en- vironment that enables simulation according to specic input parameters eectively solves many of the issues associated with hardware evaluation. Simulation has applications everywhere, not the least in computer science: From the low level of mi
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Emery, 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.

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Le, Goff Didier A. "Amphibious operations in a virtual environment." Monterey, California. Naval Postgraduate School, 1997. http://hdl.handle.net/10945/7873.

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Approved for public release; distribution is unlimited<br>More 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 entitie
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