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1

Bartl, Alexander [Verfasser], Achim [Akademischer Betreuer] Schwenk, and Segovia Almudena [Akademischer Betreuer] Arcones. "Neutrino Interactions with Supernova Matter / Alexander Bartl ; Achim Schwenk, Almudena Arcones Segovia." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2016. http://d-nb.info/1117797171/34.

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2

Halje, Gustav, and Pontus Mansfeld. "Utvärdering av trackingsystemen i ARKit och ARCore : En experimentell studie." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-41238.

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Syfte – För att konstruera lyckade mobila Augmented Reality-lösningar som får virtuella objekt att se ut att samexistera med verkligheten krävs robusta trackingsystem som klarar av att spåra position och orientering med hög precision. Således var studiens syfte att undersöka precisionen i trackingsystemen i ARKit och ARCore för att erhålla underlag om hur väl virtuella objekt kan förankras på en fysisk position. Både ARKit och ARCore använder konceptet förankringspunkter för att uppnå ökad precision i trackingen av virtuella objekt. Därav undersöktes hur pålitliga dessa förankringspunkter är för respektive ramverk och huruvida de förbättrar precisionen eller inte. Metod – I studien genomfördes egenutformade experiment där en app för respektive ramverk skapades med uppgiften att placera ut ett virtuellt objekt med eller utan förankringspunkt framför enheten. Med hjälp av fasta fysiska positioner som användes som referenspunkter kunde förskjutningar av virtuella objekt beräknas när enheten förflyttades i två olika scener. Resultat – Medelförskjutningen av förankringspunkterna i ARKit var 15,2 cm och 27 cm i respektive scen. För ARCore blev medelförskjutningen av förankringspunkterna 7,8 cm och 4,7 cm. Trackingen av virtuella objekt förbättrades i ARCore i båda scenerna när förankringspunkter användes. Däremot fick ARKit blandade resultat där trackingen förbättrades avsevärt när tillräckligt med textur fanns, men försämrades när det inte fanns. Implikationer – Studien visar att ARCore klarar trackingen av virtuella objekt bättre än ARKit. Vidare bekräftar studien att förankringspunkter bör användas för att förbättra precisionen i trackingen i ARCore, medan det i ARKit endast förbättras när tillräckligt med textur finns i omgivningen. Begränsningar – Endast en smartphone för respektive ramverk användes i experimenten. Scenerna var statiska och experimenten genomfördes i så ljusa förhållanden som möjligt. Studien testade enbart en förankringspunkt och säger således inget om hur pålitligheten och precisionen förändras när multipla förankringspunkter används.
Purpose – To construct successful mobile Augmented Reality solutions that make virtual objects coexist with reality, robust tracking systems capable of tracking position and orientation with high precision is required. The study's purpose was therefore to investigate the precision of the tracking systems in ARKit and ARCore to receive material regarding how well virtual objects can be anchored on a physical position. Both ARKit and ARCore utilize a concept called anchors to achieve heightened precision in the tracking of virtual objects. How reliable these anchors are in each framework and whether they improve precision was thus examined. Method – Experiments were designed and performed in the study, where one app for each framework was created with the purpose of placing a virtual object with or without an anchor in front of the device. Fixed physical positions were used as references to calculate how much the virtual object were drifting when the device was moved around in two different scenes. Findings – The average drift of the anchors were 15,2 cm and 27 cm with ARKit in each scene. The anchors with ARCore had an average drift of 7,8 cm and 4,7 cm. The study found that the tracking of virtual objects improved in ARCore when anchors were used, while ARKit gave mixed results where clear improvements could be seen only when there was enough texture in the scene. Implications – The study shows that ARCore handles the tracking of virtual objects better than ARKit. The study also confirms that anchors should be utilized to improve the precision of the tracking in ARCore, while in ARKit it is only improved when there are a sufficient amount of texture in the surroundings. Limitations – Only one smartphone for each framework were used in the experiments. The scenes were static and the experiments were performed in as bright conditions as possible. The study only tested one anchor and says nothing regarding changes in the reliability and precision when multiple anchors are used.
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Mattes, Carlos [Verfasser], Almudena [Akademischer Betreuer] Arcones, and Sean [Akademischer Betreuer] Couch. "Long-Time Simulation of Core-Collapse Supernovae / Carlos Mattes ; Almudena Arcones, Sean Couch." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2018. http://d-nb.info/1178672719/34.

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4

Morris, Steven. "The occurence and fate of polychlorinated biphenyls in the vicinity of a site of former manufacture." Thesis, Imperial College London, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.339156.

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5

Yasin, Hannah [Verfasser], Segovia Almudena [Akademischer Betreuer] Arcones, and Achim [Akademischer Betreuer] Schwenk. "Core-collapse supernovae and the equation of state / Hannah Yasin ; Almudena Arcones Segovia, Achim Schwenk." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2019. http://d-nb.info/1201820405/34.

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6

Witt, Maximilian Rudolf [Verfasser], Segovia Almudena [Akademischer Betreuer] Arcones, and Michael [Akademischer Betreuer] Buballa. "Long-time evolution of core-collapse supernovae / Maximilian Rudolf Witt ; Almudena Arcones Segovia, Michael Buballa." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2020. http://d-nb.info/1213907470/34.

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7

Reichert, Moritz [Verfasser], Segovia Almudena [Akademischer Betreuer] Arcones, and Andreas [Akademischer Betreuer] Koch. "Nucleosynthesis and observational evidences of magneto-rotational driven supernovae. / Moritz Reichert ; Almudena Arcones Segovia, Andreas Koch." Darmstadt : Universitäts- und Landesbibliothek, 2021. http://d-nb.info/1225040779/34.

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8

Mammadli, Vagif. "Förbättrat stridsvärde med Förstärkt verklighet." Thesis, KTH, Hälsoinformatik och logistik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-296576.

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En skyttegrupp är en grupp av soldater inom Försvarsmakten vars huvuduppgift är att strida mot fienden på marken. Skyttegruppen leds av en gruppchef som bestämmer inbrytningspunkter, skjutgränser, markerar fientliga soldater och dirigerar hur skyttegruppen agerar i stridsförhållanden. I stridens hetta ökas ljudnivån, gruppchefens manövrerbarhet begränsas och skyttegruppen sätts under hög stress. Detta leder oftast till brist på kommunikation som sänker gruppens stridsvärde. Augmented Reality innebär att förstärka verkligheten med hjälp av teknik. Idag finns flera olika utvecklingsmiljöer som låter utvecklare på ett enkelt sätt bygga applikationer där användare kan förstärka verkligheten, till exempel genom att placera virtuella objekt över den verkliga världen. Dessa virtuella objekt bibehåller sin position när användaren förflyttar sig runt omgivningen. De virtuella objekten kan synkroniseras mellan olika enheter, vilket tillåter flera olika användare att se samma virtuella objekt. Detta examensarbete gick ut på att undersöka ifall användning av förstärkt verklighet förbättrade kommunikationen i skyttegruppen. Tre prototyper implementerades med hjälp av ARCore (ett utvecklingspaket för förstärkt verklighet): en för gruppchefen vilket möjliggjorde markering av olika mål, en prototyp för skyttesoldaterna som visualiserade dessa mål genom att placera virtuella objekt på platsen som gruppchefen markerade och en server som hanterade kommunikation mellan de första två. Detta medförde att gruppchefen kunde markera objekt i realtid under strid och skyttesoldaterna kunde se dessa objekt genom VR-glasögon. Prototyperna testades i stridsmiljöer och resultaten visade att kommunikationstiden förbättrades med 7.5 sekunder på öppet fält, 13.5 sekunder i tätskog och 0.2 sekunder i stadsmiljö.
An infantry squad is a group of soldiers in the Armed Forces of Sweden whose main task is to combat the enemy on the ground. The infantry squad is led by a squad leader who determines breaking points, firing limits, marks enemy soldiers and directs how the squad acts in combat conditions. In the heat of battle, the noise level is increased, the group leader's maneuverability is limited, and the shooting group isput under a lot of stress. This usually leads to a lack of communication which lowers the group's combat value. Augmented Reality means augmenting reality with the help of technology. Today,there are several different development environments that allow developers to easilybuild applications where users can augment reality, for example by placing virtual objects over the real world. These virtual objects maintain their position as the user moves around the environment. Virtual objects can be synchronized between different devices, allowing several different users to see the same virtual object. This thesis aimed to investigate whether the use of Augmented Reality improved communication in the infantry squad. Three prototypes were implemented with the help of ARCore (a software development kit for Augmented Reality): one for the squad leader which enabled the marking of different targets, one prototype for the infantryman which visualized these targets by placing virtual objects in the place marked by the group leader and a server prototype which handled communication between the first two. This meant that the squad leader could mark objects through a smartphone in real time during combat and the infantrymen could see these objects through VR goggles. The prototypes were tested in combat environments andthe results showed that the time for communication were improved by 7.5 seconds in open fields, 13.5 seconds in dense forests and 0.2 seconds in urban environment.
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Bovard, Luke [Verfasser], Luciano [Gutachter] Rezzolla, and Almudena [Gutachter] Arcones. "Macroscopic and microscopic post-merger dynamics in binary neutron stars / Luke Bovard ; Gutachter: Luciano Rezzolla, Almudena Arcones." Frankfurt am Main : Universitätsbibliothek Johann Christian Senckenberg, 2018. http://d-nb.info/1163804851/34.

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10

Lundqvist, Sebastian, and Oliver Ekstrand. "Evaluating an ARCore application to get an image of the state of AR technology today." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166756.

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Augmented reality is an old technology that is still far away from being perfect. It is also quickly being improved upon and the state of AR today has come a long way from AR just a couple of years ago. New big players have recently introduced their tools and have made it easier than ever to develop AR applications. In this study we look at what established methods (if any) there are for AR evaluation, develop AR evaluation methods that fit our needs, carry out the evaluation and analyze the collected data. We also note some important things to think about when working with AR to increase tracking and recognition stability. The recommendations are: try to have reference images with high scores, have reference objects that are distinct enough from one another to not be mixed up and make sure that the visual for the reference image matches the visual for the reference object in its intended viewing environment.
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Hübsch, Jacob, and Magnus Persson. "Förstärkt verklighet med ARCore : Utveckling av en förstärkt verklighetsapplikation i Android med Kotlin och Azure." Thesis, Karlstads universitet, Institutionen för matematik och datavetenskap (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-72384.

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The technology of “augmented reality” has existed in an experimental stage since the early 1990s, but it is not until around year 2010 that commercial use in the form of both hardware and software became available, for example, when Pokémon GO and Google Glass were announced. The aim of this thesis is to develop a mobile application that utilizes the technique of augmented reality to gain an insight into the technique’s potential, as well as the various tools available in this type of development. The project resulted in an augmented reality application, written in the program language Kotlin for the mobile operating system Android. The main use of the application includes group activities such as tourism, as the main functionality is to visualize other users' location via the mobile camera using the tools ARCore and Azure’s database Cosmos DB. Even though the technology is relatively new, the work has progressed without major difficulties, and even with basic programming knowledge it is possible to do software development in this area.
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Bliss, Julia Barbara Erika [Verfasser], Segovia Almudena [Akademischer Betreuer] Arcones, and Hendrik [Akademischer Betreuer] Schatz. "Nucleosynthesis of lighter heavy elements in neutrino-driven winds / Julia Barbara Erika Bliss ; Almudena Arcones Segovia, Hendrik Schatz." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2018. http://d-nb.info/1164592386/34.

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13

Capucci, Mattia. "Estensione di un'infrastruttura per ambienti cooperativi di mixed reality: integrazione del framework Google ARCore e tecnologie mobile avanzate." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18437/.

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La grande rivoluzione tecnologica che è avvenuta negli ultimi anni ha portato la realtà aumentata a essere uno degli argomenti di studio di maggior interesse. La convinzione di poter eseguire operazioni quotidiane coadiuvate da un insieme di elementi virtuali e digitali si è concretizzata nello sviluppo e rilascio di dispositivi fisici - quali visori - e kit di sviluppo software. Quest'ultimi, in particolare, hanno recentemente raggiunto una maturità tale da permettere a device di tutti i giorni, quali smartphone e tablet, di poter sfruttare tecniche avanzate di analisi delle immagini, consentendo di essere anch'essi il veicolo per esperienze di augmented e mixed reality. Ci stiamo avvicinando a una realtà in cui elementi digitali coesistono nel mondo reale e le persone sono in grado di percepirli e interagire con essi, in modo condiviso. In questo contesto emergente, la ricerca è indirizzata nello studio di un modello e/o infrastruttura, che permetta di sfruttare le potenzialità delle tecnologie oggi disponibili e possa essere un punto di riferimento nello sviluppo di sistemi di augmented e mixed reality. Su questo fronte, spicca il modello di augmented worlds, punto di partenza del lavoro di questa tesi. Infatti, dall'analisi di detto modello e dell'infrastruttura a esso associata, si propone una possibile estensione che permetta a un qualsiasi utente, dotato di smartphone o tablet, di accedere a esperienze cooperative di mixed reality, incapsulando le funzionalità di comprensione dell'ambiente e motion tracking, che sono tipiche nelle tecnologie software mobili odierne.
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Martin, Dirk [Verfasser], Segovia Almudena Akademischer Betreuer] Arcones, and Jochen [Akademischer Betreuer] [Wambach. "r-process nucleosynthesis: on the astrophysical conditions and the impact of nuclear physics input / Dirk Martin ; Almudena Arcones Segovia, Jochen Wambach." Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2017. http://d-nb.info/113642282X/34.

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Nyqvist, Ida. "Visualisering av vägdata i en AR-app." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285059.

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I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran.2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt.Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön.
The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too.In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects.The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
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Eklind, Anna, and Love Stark. "An exploratory research of ARCore's feature detection." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254357.

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Augmented reality has been on the rise for some time now and begun making its way onto the mobile market for both IOS and Android. In 2017 Apple released ARKit for IOS which is a software development kit for developing augmented reality applications. To counter this, Google released their own variant called ARCore on the 1st of march 2018. ARCore is also a software development kit for developing augmented reality applications but made for the Android, Unity and Unreal platforms instead. Since ARCore is released recently it is still unknown what particular limitations may exist for it. The purpose of this paper is give an indication to companies and developers about ARCore’s potential limitations. The goal with this paper and work is to map how well ARCore works during different circumstances, and in particular, how its feature detection works and behaves. A quantitative research was done with the usage of the case study method. Various tests were performed with a modified test-application supplied by Google. The tests included testing how ARCore’s feature detection, the process that analyzes the environment presented to the application. This which enables the user of an application to place a virtual object on the physical environment. The tests were done to see how ARCore works during different light levels, different types of surfaces, different angles and the difference between having the device stationary or moving. From the testing that were done some conclusions could be drawn about the light levels, surfaces and differences between a moving and stationary device. More research and testing following these principles need to be done to draw even more conclusions of the system and its limitations. How these should be done is presented and discussed.
Forstarkt verklighet (augmented reality) har stigit under en tid och börjat ta sig in på mobilmarknaden for både IOS och Android. År 2017 släppte Apple ARKit för IOS vilket är en utvecklingsplattform för att utveckla applikationer inom förstärkt verklighet. Som svar på detta så slappte Google sin egna utvecklingsplattform vid namn ARCore, som släpptes den 1 mars 2018. ARCore är också en utvecklingsplattform för utvecklandet av applikationer inom förstarkt verklighet men istället inom Android, Unity och Unreal. Sedan ARCore släpptes nyligen är det fortfarande okant vilka särskilda begränsningar som kan finnas för det. Syftet med denna avhandling är att ge företag och utvecklare en indikation om ARCores potentiella begränsningar. Målet med denna avhandling och arbete är att kartlägga hur väl ARCore fungerar under olika omstandigheter, och i synnerhet hur dess struktursdetektor fungerar och beter sig. En kvantitativ forskning gjordes med användning av fallstudie metoden. Olika tester utfördes med en modifierad test-applikation från Google. Testerna inkluderade testning av hur ARCores struktursdetektor, processen som analyserar miljön runt om sig, fungerar. Denna teknik möjliggor att användaren av en applikation kan placera ett virtuellt objekt på den fysiska miljön. Testen innebar att se hur ARCore arbetar under olika ljusnivåer, olika typer av ytor, olika vinklar och skillnaden mellan att ha enheten stationär eller rör på sig. Från testningen som gjordes kan man dra några slutsatser om ljusnivåer, ytor och skillnader mellan en rörlig och stationar enhet. Mer forskning och testning enligt dessa principer måste göras för att dra ännu mer slutsatser av systemet och dess begränsningar. Hur dessa ska göras presenteras och diskuteras.
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Andruccioli, Matteo. "Studio e applicazione della piattaforma ARCore per lo sviluppo di sistemi di realtà aumentata: Rocca delle Caminate come caso di studio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16972/.

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La tesi si pone come obiettivo quello di indagare l'ambito della mixed reality per dispositivi mobili Android, concentrandosi sull'sdk fornito da Google ARCore per Unity come esempio di software che abilita allo sviluppo di applicazioni di mixed reality sfruttando il sistema di tracking SLAM. La tesi si è articolata in due fasi principali. La prima parte è stata dedicata al lato teorico: inizialmente mi sono informato sulle differenze tra AR, VR, MR, e sui dispositivi che abilitano all'utilizzo di tali tecnologie. Successivamente sono passato allo studio delle tecniche che consentono il tracciamento degli elementi fisici e la registrazione di quelli virtuali in un contesto di mixed reality. Ho quindi deciso di approfondire Google ARCore, che sfrutta la tecnica SLAM per ottenere il mapping dell'ambiente fisico in tempo reale, ovvero contestualmente all'esplorazione dell'ambiente. Completato lo studio teorico, ho poi messo in pratica quanto appreso cimentandomi nello sviluppo di una applicazione di mixed reality che si va ad inserire in un contesto di valorizzazione del patrimonio culturale del territorio.
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18

Ricketts, Michelle Antoinette. "Investigating the role of GNL3 in osteoarthritis." Thesis, University of Edinburgh, 2015. http://hdl.handle.net/1842/17913.

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Osteoarthritis (OA) is a common disease with a strong genetic component. Despite this, previous attempts to identify genetic variants that predispose to OA have met with limited success. Recently, the results of a large genome wide association study in OA has identified a novel susceptibility locus on chromosome 3 tagged by two SNPs, rs11177 (p=1.25x10-10) which lies within the coding region of GNL3 and rs6976 (p=7.24x10-11) situated in the 3’UTR of GLT8D1. The GNL3 gene encodes the protein nucleostemin which is found within the nucleolus of stem cells and tumour cells. It functions to regulate cell cycle progression, embryogenesis, tumorigenesis, tissue regeneration and ribosome biogenesis but its role in the joint is unknown. In an attempt to identify the causal variant(s) at locus 3p21.1 I conducted a mutation screen of GNL3 which identified a common non-synonymous coding variant, rs2289247, which was in strong LD (r2=0.92) with rs11177, as well as several other variants. Localisation studies showed that GNL3 was expressed at the mRNA and protein level in several joint tissues. While levels of mRNA expression were found to be significantly higher in human articular chondrocytes from OA patients as compared with controls, levels of GNL3 protein were significantly lower in OA chondrocytes than controls. Further studies showed that cytokines which have been implicated in the pathogenesis of OA such as IL1β, IL13, TNFα and FGF2 had no effect on GNL3 mRNA in cartilage. Knockdown of GNL3 using siRNA in articular chondrocytes and the chondrosarcoma cell line, JJ012, did not alter the mRNA expression of chondrogenic markers; COL2A, ACAN, MMP3, MMP13, RUNX2 and SOX9. Cultures of mesenchymal stem cells and articular chondrocytes from patients of different rs11177 genotypes, showed no difference in chondrogenic potential. Furthermore, genotypes at rs11177 and rs2289247 did not influence the expression of p53, MDM2 or GNL3 in response to stressful stimuli, including cisplatin and hypoxia, when cloned into a melanoma cell line. Studies of zebrafish carrying a loss of function mutation in gnl3 revealed a significant reduction in cartilage volume and an alteration in cartilage structure, as evident by a reduced number of chondrocytes, disorganised stacking and an increase in cartilage extracellular matrix in the mutant fish. This research has shown that gnl3 plays a vital role in chondrogenesis in zebrafish and has shown evidence of dysregulation of GNL3 expression in OA human articular chondrocytes. The in vitro studies failed to identify any specific effects of the variants rs11177 and rs2289247 on GNL3 expression, chondrogenesis or p53 stress response although, it remains possible that the variants may have modest effects that were not detected by the assays used. The zebrafish studies illustrate that gnl3 plays a critical role in normal cartilage development however further studies on GNL3 in OA would be of interest.
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Chan, Debbie Yvonne. "The influence of life stage and cultivar on the distribution of cadmium in durum wheat (Triticum turgidum L. var durum, cvs Kyle and Arcola)." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq24451.pdf.

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20

Strandberg, Li, and Ida Nyqvist. "Visualisering av vägdata i en AR-app." Thesis, KTH, Hälsoinformatik och logistik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-284227.

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I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran. 2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt. Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön.
The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too. In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects. The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
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Marchi, Davide. "Sviluppo di una libreria Android per la creazione di esperienze in Realtà Aumentata legate a Punti di Interesse." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/17292/.

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Questa tesi nasce per proporre una soluzione per migliorare la UX degli utenti nell’utilizzo dei propri device, in particolare lavoreremo su due fattori chiave: i punti di interesse, intesi come luoghi fisici nel mondo, e la loro persistenza nel tempo. Analizzeremo quali sono le tecnologie presenti sul mercato che si propongono di risolvere questa problematica generale e cercheremo di capire quali sono i vantaggi e gli svantaggi di ogni soluzione. Terminate le analisi, metteremo al centro della soluzione che implementeremo la Realtà Aumentata: tecnologia sempre più popolare e diffusa nella vita quotidiana delle persone grazie alla capacità di arricchire la percezione sensoriale umana tramite la sovrapposizione di informazioni e contenuti virtuali al mondo reale, capacità che sfrutteremo per cercare di migliorare l’esperienza degli utenti. Il prodotto principale della tesi che andremo a sviluppare sarà una libreria Android che sfrutti proprio la Realtà Aumentata per la creazione di esperienze legate a punti di interesse che chiameremo AR POI Experiences. I capitoli saranno articolati nel seguente modo: inizialmente andremo ad esporre tutte le analisi sulla Realtà Aumentata e sul problema preso in esame, successivamente passeremo alla progettazione ed allo sviluppo della soluzione proposta ed infine mostreremo un prototipo che implementerà proprio questa soluzione, grazie al quale dimostreremo quali sono le sue funzionalità e potenzialità.
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Харабар, Владислав Володимирович. "Підсистема визначення позиції в просторі для мобільного додатку навігації з використанням доповненої реальності." Master's thesis, КПІ ім. Ігоря Сікорського, 2019. https://ela.kpi.ua/handle/123456789/31883.

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Метою роботи є створення підсистеми визначення позиції для мобільного додатку навігації з використанням доповненої реальності. Об’єктом дослідження є системи внутрішньої навігації на основі комп’ютерного зору. Було виконано огляд підходів та технік визначення позиції мобільного пристрою в приміщеннях та зроблені висновки щодо їх переваг та недоліків. Створено модуль позиціонування в складі мобільного додатку для смартфонів, що базується на поєднанні SLAM та маркерів ArUco. Продукт можна використовувати для потреб внутрішньої навігації. Було подано тези на щорічну студентську конференцію «Сучасні проблеми наукового забезпечення енергетики».
Relevance of the topic Nowadays navigation services have become an integral part of our lives. The vast majority of mobile devices support global GPS positioning. However, it is not possible to use it inside buildings. In these cases, specific technologies that often require modified mobile devices have to be developed. On the IPIN market, the main approach now is to use BLE beacons and signals from existing Wi-Fi access points. However, both methods require considerable investment of money and time. Today's smartphones have reached a level of performance that supports real-time camera image stream processing and determining the relative movement of the device. The combination of these factors makes the development of optical positioning systems for mobile devices extremely relevant. The purpose of research is the creation of a positioning subsystem for the mobile indoor navigation application, which helps users to find away to the points of interest and accompanies to them by providing interactive instructions using augmented reality. To achieve this goal, we need to complete the following research objectives: — to consider, analyze and compare methods of indoor position determination; — to develop an indoor positioning service based on the chosen approach; — integrate the subsystem with other components of the software product. Object of study: Indoor positioning methods based on computer vision. Subject of study: A visual-inertial indoor positioning system for navigation using smartphones. Research methods: To solve the problem, we use software architecture design methods, theory of data flows modeling, object-oriented analysis of the domain. Scientific novelty: Internal positioning system has been improved by combining visual-inertial odometry with synthetic markers, which has led to the possibility of developing a localization system without deploying expensive devices for receiving or transmitting signals. Practical meaning is that the developed application can be used for the purposes of finding rooms in educational buildings, as well as for object annotation. The functionality of the application allows you to replace the map of the facility to reuse in other fields. Approbation. The results of the research were discussed at the 17th Scientific and Practical Conference of Young Scientists and Students "Modern Problems of Scientific Support for Energy" held in Kyiv, April 23-26, 2019.Structure and volume of the thesis The master's thesis consists of an introduction, five sections and conclusions, a list of references with 46 sources; includes 25 figures, 25 tables and 2 appendices. The full amount of work is 112 pages, 5 of them — references list and appendices — 13 pages. The introduction substantiates the need to develop new approaches to navigation, sets a research goal, and defines the task of development. The first section describes the concept of navigation. It describes the practical importance of internal positioning systems and their potential applications. Determines place of the subsystem in the resulting application and its data flow. The second section explores the basic techniques and technologies for indoor navigation positioning. Attention is especially focused on the SLAM method. Existing software systems, their advantages and disadvantages are analyzed. An approach combining SLAM and synthetic markers is proposed. Justified the choice of ArUco markers. The third section is devoted to the software implementation of the subsystem. We describe used development tools, structure and configuration of the developed product. The fourth section provides instructions on how to deploy, install, and use the software product — mobile application. The fifth section provides an analysis of possibilities to implement the product as a startup project. We identified development and marketing strategies, conducted a SWOT-and financial analysis and described risk and opportunity factors. The conclusions set out the results of the work and provide recommendations for further research on the topic. The appendices contain the program code of the developed subsystem and the abstracts for the conference where the dissertation materials were discussed.
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Mandoloni, Tommaso. "Studio della realtà aumentata e del suo impiego nel campo dell'industrial design." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Le aziende che intendono vendere i propri prodotti sul mercato stanno cercando metodi e strumenti sempre più moderni e innovativi per cercare di portare al successo un proprio progetto. Per raggiungere tale scopo, le industrie provano a far breccia nell’interesse del cliente cercando di coinvolgerlo emotivamente e fisicamente nei loro progetti utilizzando tecnologie avanzate e all’avanguardia. Una tecnologia di questo tipo, di cui negli ultimi anni si è tanto sentito parlare, è senza dubbio la realtà aumentata: attraverso di essa l’utente viene calato in un contesto fuori dalla realtà vera e propria, ma continua ad interagire con essa attraverso i suoi sensi. L’obiettivo di questo progetto di tesi è quello di creare un’applicazione per dispositivi mobile che permetta ad un’eventuale azienda, che si occupa di vendita di piastrelle per pavimenti, di mostrare al cliente un pavimento virtuale direttamente sul pavimento di casa sua. Lo scopo di un’applicazione di questo genere è sia facilitare il lavoro del venditore sia facilitare quello del cliente. Mentre da un lato, chi vende, ha bisogno di far vedere il risultato di un progetto nella maniera più precisa possibile al cliente, dall’altro, il cliente ha la necessità di capire se ciò che sta acquistando soddisferà o meno le sue aspettative, e lo vuole capire subito, ancor prima di decidere se comprerà il prodotto. Per il cliente che deve cambiare le piastrelle al suo pavimento, è essenziale vedere come sarebbe il risultato concretizzato nel contesto specifico della propria abitazione, e, utilizzando semplicemente l’applicazione mobile descritta in questo volume di tesi che sfrutta la camera dello smartphone e la realtà aumentata, il venditore può accontentarlo. In questo documento verranno analizzate le funzionalità, le scelte progettuali e le interfacce che hanno reso possibile la realizzazione di un’applicazione di questo tipo.
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Poláček, Matěj. "Integrace systému rozšířené reality do testbedu Průmysl 4.0." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2020. http://www.nusl.cz/ntk/nusl-413199.

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The diploma thesis is concerned with the research of integration of augmented reality into the testbed Industry 4.0. Testbed is presenting automated robotic barman intended for practical demonstration and verification of concepts such as Industry 4.0 or a digital factory. The integration of augmented reality is realized via an Android application and creates the AR information system of the testbed. The theoretical part of the thesis is about Industry 4.0, the construction of the testbed and technologies of augmented reality used during implementation of the application. The practical part deals with the implementation and testing of the application. The conclusion includes an evaluation of the goals of the thesis.
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Lindqvist, Johan. "Edge Computing for Mixed Reality." Thesis, Linköpings universitet, Programvara och system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-162133.

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Mixed reality, or augmented reality, where the real and the virtual worlds are combined, has seen an increase in interest in recent years with the release of tools like Google ARCore and Apple ARkit. Edge computing, where the distributed computing resources are located near the end device at the edge of the network, is a paradigm that enables offloading of computing tasks with latency requirements to dedicated servers. This thesis studies how edge computing can be used to bring mixed reality capabilities to mobile end devices that lack native support for that. It presents a working prototype for delivering mixed reality, evaluates the different technologies in it in relation to stability, responsiveness and resource usage, and studies the requirements on the end and edge devices. The experimental evaluation revealed that transmission time is the most significant chunk of end-to-end latency for the developed application. Reducing that delay will have a significant impact on future deployments of such systems. The thesis also presents other bottlenecks and best practices found during the prototype’s development, and how to proceed from here.
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Thillays, François Bardet Etienne. "Etude rétrospective monocentrique de 101 patients traités au CRLCC Nantes Atlantique pour un cancer non résécable de l'oropharynx ou de la cavité buccale par chimioradiothérapie selon le schéma ARCORO résultats et étude de la toxicité tardive. /." [S.l.] : [s.n.], 2005. http://theses.univ-nantes.fr/thesemed/SPEthillays.pdf.

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Gunillasson, Alexander. "Designing for Augmented Reality in aviation E-Commerce." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173365.

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In-flight entertainment (IFE) is facing exciting times ahead as more and more technological advancements find its way into the IFE-systems. With the increasing hardware capabilities of IFE-systems, one exciting technology which could be seen infuture IFE-systems is augmented reality (AR). AR could allow for virtual try-on (VTO) in a webshop, where passengers can view virtual representations of for instance, glasses or headpieces, augmented onto themselves through a camera on the IFE-screen. However, integrating VTO in a webshop comes with new challenges, both for the designer and the developer. This thesis has examined design guidelines for AR in a literature study, along with general principles for user experience (UX). Based on the findings from the literature study, a prototype for a webshop with integrated VTO, targeting IFE, has been build in an iterative design process. Furthermore, a small application has been built using Google’s AR-framework ARCore for Android, where users can try different virtual glasses. The literature study, along with usability testing in each design iteration, showed that there are no guidelines which can cover everything when designing for AR; however, the design guidelines presented by Google and Apple are a great place to start. Furthermore, the usability testing showed that people have certain expectations of a webshop, which indicates that VTO should be integrated seamlessly into the application without interfering with the layout. The application development showed that ARCore certainly is a potent tool when it comes to AR-development. However, ARCore is not open source,which could make it less appealing for companies in need of highly flexible solutions.
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Karásek, Miroslav. "Aplikace rozšířené reality: Měření rozměrů objektů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399167.

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The goal of this diploma thesis is design and implementation of an application for automated measurement of objects in augmented reality. It focuses on automating the entire process, so that the user carries out the fewest number of manual actions. The proposed interface divides the measurement into several steps in which it gives the user instructions to progress to the next stage. The result is an Android application with ARCore technology. Is capable of determining the minimal bounding box of an object of a general shape lying on a horizontal surface. Measure error depends on ambient conditions and is in units of percent.
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Зарицький, Віталій Петрович. "Проеціювання траекторії руху на об’єкти реального світу для мобільного додатку навігації з використанням доповненої реальності." Master's thesis, КПІ ім. Ігоря Сікорського, 2019. https://ela.kpi.ua/handle/123456789/31994.

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Структура і обсяг дипломної роботи Магістрська дисертація складається зі вступу, шести розділів і висновку. Робота містить в собі 30джерел за переліком посилань, 39ілюстрацій, 23таблиць. Крім того, в кінці розміщено 1 додаток. Основна частина роботи викладена на 92сторінках. Актуальність теми Досить часто, перебуваючи у якійсь будівлі, особливо вперше, ми зіштовхуємося з проблемою: потрібно дістатися певного місця, при цьому не завжди зрозуміло, як це робити. Іноді біля входу може бути розміщений план поверху, який допоможе; також на стінах іноді розташовані вказівники з надписом аудиторії, показуючи, куди йти. Проте, звісно, такий варіант не є зручним. Саме тому існує необхідність створення додатку навігації для мобільних телефонів. Така програма дозволить швидко знайти необхідне місце в будівлі, що зекономить час, наприклад, першокурсникам, шо вперше шукають якусь аудиторію. AR — аugmented reality — доповнена реальність — це доповнення фізичного світу додатковими даними (цифровими) з використанням пристроїв (наприклад, смартфонів) і програм. Простіше кажучи, доповнена реальність —це поєднання цифрового світу з фізичним і, таким чином, збільшення досвіду від реального світу. Саме тому її використання для подібного додатку, наприклад, для відображення попередньо знайденого оптимального шляху до пункту призначення, разом з user-friendly інтерфейсом зробить продукт не тільки більш інтерактивним, зручним і практичним, а ще і цікавим для користувача. Метою дослідження є створення підсистеми для системи навігації для мобільних телефонів, що буде знаходити шлях до точки призначення і показувати його користувачеві за допомогою доповненої реальності. Для досягнення поставленої мети потрібно виконати наступні задачі дослідження: — проаналізувати існуючий процес навігації, в тому числі і в корпусі ТЕФ; — розглянути схожі існуючі системи та порівняти їх з розроблюваною системою; — розглянути варіанти використання доповненої реальності та обрати один найкращий; — обрати раціональний метод або інструмент, що відповідатиме за пошук шляху (навігацію); — на основі рішень попередніх задач реалізувати програмну компоненту. Об’єкт дослідження: Засоби проеціювання траекторії руху в системах навігації. Предмет дослідження: Засоби інтерактивної взаємодії користувача в процесі пошуку шляху в системах навігації. Методи дослідження: Методи використання доповненої реальності в системах навігації, методи побудови архітектури програмних систем. Наукова новизна: Набуло подальшого розвитку використання доповненої реальності для відображення траекторії руху користувача в системах навігації, а особливо методу з фіксованою відносно користувача стрілкою, що своїм поворотом вказує шлях. За рахунок розробленого додатку навігації удосконалено процес навігації в корпусі ТЕФ. Практичне значення полягає в тому, що розроблений додаток, як передбачається, буде використовуватися студентами ТЕФ, в тому числі і в режимі камери з доповненою реальністю, що допоможе більш швидко, зручно та ефективно знаходити шлях до бажаної аудиторії.
Occasionally a floor plan may be placed at the entrance that may help; sometimes there are also pointers on the walls that tell us where we should go. However, of course, this option is not convenient. That is why there is a need to create a navigation application for mobile phones. Such a program will quickly find the right place in the building. This will save time, for example, for first-year student for the first time seeking a certain room. AR - Augmented reality — is the augmentation of the physical world with additional data (digital) using devices (such as smartphones) and applications. Simply, augmented reality is a combination of the digital world with the physical, and thus an increase in experience from the real world. That is why using it for a similar application, for example, to display the previously found optimal path to the destination, together with the user-friendly interface will make the product not only more interactive, convenient and practical, but also interesting for the user. The aim of the study is a creation of a subsystem of navigation system for smartphones that will find the way to destination and show it to the user with augmented reality. To achieve this goal, there is a need to complete the following research objectives: — analyze the existing navigation process, including the TEF department; — examine similar existing systems and compare them with the system under development; — consider methods of using augmented reality and choose the best one; — choose a rational method or tool that will be responsible for finding the path (navigation) —create the software component, basing on the solutions of the previous problems. Object of study: Means of projection of motion trajectory in navigation systems. Subject of study: Means of user interaction in the process of finding the way in navigation systems. Research Methods: Methods of using augmented reality in navigation systems, methods of constructing software systems architecture. Scientific novelty: The use of augmented reality for displaying the trajectory of the user's movement in navigation systems has further evolved, and in particular the method with a fixed relative to the user arrow that indicates direction with its rotation. Due to the developed navigation application, the navigation process in the TEF department has been improved. The practical significance is that the developed application is expected to be used by TEF students, including in augmented reality camera mode, which will help find the desired room more quickly, conveniently and effectively.
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Becker, Amani Eve. "Uptake and mobilisation of metals associated with estuarine intertidal sediment by microphytobenthic diatoms." Thesis, University of Stirling, 2017. http://hdl.handle.net/1893/25388.

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Microphytobenthos (MPB), a mixed community of microscopic, photosynthetic organisms, algae and cyanobacteria, inhabiting the top few millimetres of bottom sediment, is a key component of intertidal mudflats. It accounts for a significant proportion of estuarine primary production, forms the base of the food chain and influences sediment distribution and resuspension (through production of extracellular polymeric substances (EPS)). Diatoms dominate the microphytobenthos community in the mid-latitudes of the Northern Hemisphere. Estuarine sediments, are a sink for metal contaminants derived from fluvial, marine and atmospheric sources. Whilst metal releases to estuaries have declined in recent years due to increased regulation and declining industrial activity, metals previously discharged and which are now locked up in saltmarsh sediments remain a concern. For example, there are indications that saltmarshes are already being eroded, due to climate change related sea level rise, in some locations. This erosion may result in the redistribution of historically contaminated sediment to locations, such as the mudflats, where it is more available to biota, such as the MPB. In addition to causing redistribution, climate change effects, such as increasing temperatures and storminess, may also alter the bioavailability of metals to MPB. Increased concentrations of metals within the MPB could potentially increase their transfer to higher organisms through the food chain with potential impacts for biota. Whilst planktonic algae have been well studied with respect to metal uptake from the water column, there has been little research involving MPB and uptake of metals from sediment. The extent to which contaminant uptake by microphytobenthic algae occurs and under what conditions is therefore poorly understood. The research presented uses laboratory, mesocosm and field studies, to gain an understanding of processes governing metal bioavailability and mechanisms for uptake from sediment to the diatoms of the MPB under the complex and variable conditions of intertidal mudflats. A laboratory study using a single diatom species Cylindrotheca closterium found that uptake of cadmium (Cd) varied with sediment properties revealing the importance of sediment particle size and organic matter content in metal bioavailability to diatoms. Additionally, this study showed that the presence of diatoms altered Cd partitioning between sediment, overlying and pore water. Specifically there was an increase in Cd in the overlying and pore water when diatoms were present, indicating that diatoms mobilise metals from the sediment to the water column potentially increasing metal bioavailability to other biota. A study was conducted using an intertidal mesocosm to increase the realism of the study system and examine uptake to a natural MPB community. Diatoms were found to have higher concentrations of all the metals analysed (except tin) than other types of algae (filamentous and sheet macroalgae), confirming their importance as a study organism with respect to metal uptake and potential mobilisation through the food chain. Sediment disturbance was shown to increase metal uptake (iron, aluminium, vanadium and lead) from the sediment to algae. This is of concern due to predicted increases in storminess which are likely to increase sediment disturbance, with the likelihood that uptake of metals to diatoms will increase in the future. However, there were also indications of an antagonistic effect of temperature on disturbance, whilst disturbance increased bioavailability and uptake, increasing temperatures reduced uptake of some metals. This highlights the importance of considering the effects of multiple stressors in complex systems. Field studies showed that concentrations of some metals were related to their position on the mudflat whilst others were related to sampling date, indicating that there may be seasonal controls, such as to the presence of greater diatom biomass in spring and autumn, on metal uptake from the sediment. The research conducted has increased understanding of metal uptake to microphytobenthic diatoms from sediment and the influence they have in transferring metals from sediment to water, however the research also raises a number of new questions. For example, there appeared to be a link between sediment organic matter content and bioavailability of metals to diatoms, although the relative contribution of the diatoms, other algae, cyanobacteria and EPS to the sediment organic matter warrants further investigation. Furthermore, it has shown that the use of laboratory and mesocosm studies for this type of research can produce similar outcomes to those observed in the field but under more controlled and easily manipulated conditions, although field studies will continue to be vital in improving understanding of metals availability and transfer.
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Arcones, Segovia Almudena [Verfasser]. "On nucleosynthesis relevant conditions in neutrino-driven supernova outflows / Almudena Arcones Segovia." 2007. http://d-nb.info/985347015/34.

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Thulin, Felix. "Augmented Reality i utomhusmiljöer : En jämförelse mellan ARKit och ARCore." Thesis, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-45046.

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Purpose – The purpose of this thesis is to understand how the two frameworks: ARKit and ARCore works in the outside environment, in terms of possibilities and constrictions. This thesis intends to answer the following research questions: -        Which possibilities and restrictions does ARKit and ARCore have for usage in the outside environment? -        Which is the lowest illuminance needed for ARKit to work? Method – The study uses a literature study to answer the first research question. For the second research question a combination of literature study and experimental study is used, in which a hypothesis and prediction is formulated. Results – The results of the study show that there’s more restrictions than possibilities for using ARKit and ARCore in the outside environment. There are a lot of factors that can affect the frameworks ability to read the surroundings and place virtual objects. Dynamic elements, such as weather and illumination, is something that needs to be kept in mind. The experimental study showed that the minimal illumination needed for an ARKit based application to be able to place an object in an environment was 10.275 lx. In comparison; this is when the sun is positioned at a -5O under the horizon or higher. For example, this means that 1st of January only has 7h and 30min of the day where there is enough daylight for ARKit to read the surrounding. This does not account for other factors that can be troublesome, such as during the wintertime there is likely snow covering the ground. Implications – The study contributes to the exploration of an area which is relatively unknown since these frameworks have barely been out for a year. The results in the study can give an insight for developers and companies that have visions to use AR technology in the outside environment. The study covers the main areas AR, ARKit and ARCore. Limitations – The experimental study was only performed using ARKit, the reason being that the only testing device available was iOS Keywords – Augmented Reality, AR, Apple, Google, ARKit, ARCore, Lux, Experiment, Literature study.
Syfte - Syftet med denna studie är att undersöka hur ramverken ARKit och ARCore lämpar sig för utomhusbruk i form av möjligheter och begränsningar. Denna undersökning avser att besvara följande frågeställningar:   Vilka möjligheter och begränsningar har ARKit respektive ARCore vid utomhusbruk?  Vilken är den minimala belysningsstyrka som krävs för att ARKit skall fungera?   Metod – I studien används litteraturstudie för att besvara första frågeställningen, och för andra frågeställningen är det en kombination av litteraturstudie och experimentell studie med hypotes och förutsägelse. Resultat – Resultatet visar att begränsningarna är fler än möjligheterna. Det är många faktorer i en utomhusmiljö som kan påverka ramverkens förmåga att läsa av omgivningen och placera ett virtuellt objekt. Dynamiska element som väder och ljus är något man uppenbarligen måste ha i åtanke. Den experimentella studien visade att den minimala belysningsstyrkan som krävs för att en ARKit baserad applikation skall kunna placera ut ett objekt är 10.275 lx. Detta kan jämföras med att solen befinner sig -5O under horisonten eller högre. Ett exempel är tillexempel den 1:a januari som har 7h 30min under dygnet då det är tillräckligt ljust. En annan aspekt som kan ställa till problem under vintermånaderna är eventuella snötäcken. Implikationer – Studien bidrar till att utforska ett område som är relativt okänt då dessa ramverk är knappt ett år gamla. Resultatet i studien kan ge en insikt till utvecklare eller företag som har egna visioner att nyttja AR teknologin utomhus. Studien lägger grunden för huvudområdena AR, ARKit och ARCore. Begränsningar – Den experimentella studien genomfördes endast med ARKit med anledning att den enda testenhet som fanns tillgänglig var iOS. Nyckelord – Augmented Reality, Apple, Google, ARKit, ARCore, Lux, Experiment, Litteraturstudie
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Fu, Ching-Hua, and 傅敬華. "Real-Time Augmented Reality Navigation System using GPS and ARCore." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/53buss.

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Costa, Elisabete Maria Sousa. "Estudo sociométrico na turma 8º A do Agrupamento Vertical de Escolas de Arcozelo." Master's thesis, 2016. http://hdl.handle.net/10348/6669.

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Dissertação de Mestrado em Ensino de Educação Física, nos Ensinos Básico e Secundário
O presente trabalho desenvolveu‐se no âmbito do Mestrado de Educação Física nos Ensinos Básico e Secundário durante o ano letivo transato, em dois contextos educativos distintos referentes a diferentes etapas de ensino. Assim, tendo em conta as especificidades de cada contexto educativo em geral, e de cada aluno em particular, encaramos o currículo como algo aberto e dinâmico que se adapta àquelas particularidades. Por isso, optámos pela realização de um estudo sociométrico que, além de nos permitir conhecer melhor a relação que os alunos mantém com esta área curricular, facilita a compreensão da dinâmica da turma, possibilitando a definição de estratégias de intervenção mais adequadas às suas necessidades. Desta forma, as relações interpessoais surgem no centro do nosso estudo, pela importância que assumem, não só em contextos académicos/escolares mas, principalmente, na vida em sociedade, onde se pretende que os alunos se insiram de forma ativa e crítica, tornando‐se cidadãos verdadeiramente ativos. Os resultados obtidos, apesar de restritos ao contexto educativo estudado, revelam a importância das relações interpessoais no processo de ensino‐aprendizagem. Além disso, pelo seu carácter transversal, tendem a caminhar, como importante indicador, no sentido de uma verdadeira escola inclusiva.
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Pinto, Cátia Sofia de Oliveira Almeida. "Turismo religioso: potencial de desenvolvimento turístico da Vila de Arcozelo, Vila Nova de Gaia." Master's thesis, 2011. http://hdl.handle.net/10437/2877.

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Orientação: Eduardo Moraes Sarmento
Existem vários turistas que se descolam para um determinado destino impulsionados por uma ou mais motivações. De qualquer das formas, devido ao intenso ritmo de vida das pessoas, a religião tem sido, cada vez mais, um elemento turístico que atrai várias pessoas que têm como principal motivação a fé. O Turismo Religioso ou Turismo com destino religioso, não tem sido considerado individualmente. Isto significa que este tipo de Turismo tem uma ligação forte com o património existente em áreas que desenvolvem a actividade turística. Por sua vez, o Turismo Religioso só é praticado quando existe esse património. A Vila de Arcozelo em Vila Nova de Gaia é um local que se depara com algumas limitações em termos económicos pelo que o Turismo poderá desempenhar um papel importante na sua estratégia de desenvolvimento. Apesar de afastada do grande centro urbano portuense, consegue atrair vários tipos de turistas, nomeadamente turistas de sol e mar e religiosos. Estes últimos têm como principal curiosidade visitar a “Santa” Maria Adelaide, mais conhecida por a “Santa das Noivas”. Em síntese, em termos científicos, esta Dissertação, procurou analisar as influências e o potencial que o Turismo Religioso pode representar para esta Vila e assim contribuir de forma consistente para o desenvolvimento local.
There are many tourists who travel to a certain destination driven by one or more motivations. Anyway, due to the intense pace of life, religion has been, increasingly, a tourist element that attracts many people whose main motivation is faith. Religious tourism or tourism to a religious destination has not been considered. This means that this type of tourism has a strong connection with the existing heritage areas to develop tourism. On the other hand, religious tourism is practiced only when there is such a heritage. The Village of Arcozelo in Vila Nova de Gaia is a place that faces some limitations in terms of economics therefore tourism can play an important role in its development strategy. Although away from the major urban centre of Porto, the place manages to attract various types of tourists, especially sun and sea tourists, and religious tourist. These last ones have the curiosity to visit “Santa Maria Adelaide”, better known as the “Saint of the Brides”. Summarising, in scientific terms, this thesis sought to analyze the influences and the potential that religious tourism can bring to this village and this way consistently contribute to local development.
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Pita, José Carlos Carvalhosa. "Níveis de autoestima em alunos praticantes de desporto escolar e não praticantes, na Escola Básica e Secundária de Arcozelo - Ponte de Lima." Master's thesis, 2017. http://hdl.handle.net/10348/7426.

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Dissertação de Mestrado em Ensino de Educação Física, nos Ensinos Básico e Secundário
O presente relatório encontra-se inserido no âmbito da Unidade Curricular de Estágio I e II, integrada no 2º Ciclo de estudos da Universidade de Trás-os-Montes e Alto Douro, mais concretamente, no Mestrado em Ensino da Educação Física nos Ensinos Básico e Secundário. Este documento é apresentado como um requisito para a obtenção do grau de Mestre, cumprindo o estipulado no artigo 10º, que diz respeito às Normas Regulamentares dos 2ºs Ciclos de Estudo em Ensino da UTAD, sob a orientação do Supervisor, Professor Jorge Soares. No decorrer deste relatório serão abordados todos os processos que estiveram ligados ao estágio pedagógico por mim realizado na Escola Básica e Secundária de Arcozelo durante o ano letivo 2015/2016. Neste estágio fui orientado pelo professor cooperante Carlos Cunha, e tive como colegas estagiárias a Ana Gomes e a Ana Almeida. No âmbito do trabalho realizado durante o estágio pedagógico, o presente relatório encontra-se organizado em dois capítulos. Capítulo I é relativo ao estágio em si, mais concretamente a uma reflexão do percurso realizado. Nele estão presentes as minhas expetativas, as atividades desenvolvidas, as dificuldades sentidas durante o percurso e formas de resolução, e por fim, as conclusões finais do estágio pedagógico. Capítulo II é de caráter cientifico, onde é apresentado o estudo efetuado com os alunos da Escola Básica e Secundária de Arcozelo – Ponte de Lima.
The present report is inserted in the framework of curricular unit of Stage I and II, integrated in the 2nd Cycle of studies of Universidade de Trás-os-Montes e Alto Douro, more precisely in the Master of Ensino da Educação Física nos Ensinos Básico e Secundário. This document is presented as a requirement for the degree of Master, fulfilling the stipulations of Article 10, which relates to the Regulatory Norms of 2 s Cycles of Study at Teaching of the UTAD under the supervision, Professor Jorge Soares. During this report will be addressed all the processes that have been linked to the practical teacher training in Escola Básica e Secundária de Arcozelo throughout the school year 2015/2016. On this stage I was guided by the cooperative Professor Carlos Cunha, and had as interns colleagues Ana Gomes and Ana Almeida. Within the work done during the practical teacher training, the present report is organized in two chapters. Chapter I, is relative to the stage in itself more precisely to reflect the realized route. In it are presented my expectations, the activities developed, the difficulties experienced during the pathway and forms of resolution, and finally, the final conclusions of the practical teacher training. Chapter II, is from scientific character, on which is presented the study conducted with the students.
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Bouças, Carlos Daniel Simões. "Relação entre o insucesso escolar, imagem corporal e autoconceito em alunos do 7º e 9º ano da Escola Básica e Secundária de Arcozelo." Master's thesis, 2013. http://hdl.handle.net/10348/7037.

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Dissertação de Mestrado em Ensino de Educação Física, nos Ensinos Básico e Secundário
Pretendeu-se com o presente estudo avaliar a relação entre imagem corporal, autoconceito e o insucesso escolar nos alunos [(n=32; 7º ano (n=15; 46,88%); 9º ano (n=17; 53,12%), sendo considerados dois grupos: grupo de alunos repetentes (GR, n= 16; X=14,31 anos; 1,62 cm; 20,63% IMC) e grupo de não repetentes (GNR, n= 16; X= 13,75 anos; 1,64cm; 21,31% IMC)] do 2º e 3º ciclo do ensino básico da Escola EB 2/3, S de Arcozelo. Para a determinação das variáveis em estudo, utilizou-se como instrumentos de avaliação: Escala de Auto-Conceito Físico (Ribeiro & Ribeiro, 2003; Questionário de Percepção da Imagem Corporal (Henriques, 2008) e Questionário Sócio-Escolar (Henriques, 2008). Após a aplicação dos questionários, no que refere ao autoconceito, verificamos diferenças estatisticamente significativas entre os dois grupos (GR: P=0,04 e GNR: P=0,04).Estas diferenças foram verificadas na Perceção da Impressão Causada nos outros (PIO) (P<0,05) , e da Perceção da Aparência Física (PAF) (P<0,05), sendo que o sexo feminino apresentou diferenças estatisticamente significativas, influenciando de certa forma os resultados com: (PIO) (P<0,01) e (PAF) (P<0,01) Um dos resultados mais vincados neste estudo é o facto de os alunos não repetentes apresentarem um maior autoconceito em relação aos alunos que já reprovaram Desta forma, podemos concluir que existe uma relação entre os valores do autoconceito e insucesso escolar (quanto menor o autoconceito maior o insucesso), ainda que a satisfação com a imagem corporal varie em função do sexo.
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38

Barbosa, Jacinta Fátima Ferreira. "Desporto escolar em diferentes contextos sociais: contexto rural - escola básica e secundária de Arcozelo - Ponte de Lima vs contexto urbano - escola básica e secundária Carlos Amarante - Braga." Master's thesis, 2016. http://hdl.handle.net/10348/7009.

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39

BARDOTTI, LORENZO. "'Governo parlamentare': nascita di una categoria politica nella cultura costituzionale italiana tra Ottocento e Novecento." Doctoral thesis, 2018. http://hdl.handle.net/2158/1119920.

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Seguendo l’approccio metodologico della storia dei concetti (Begriffsgeschichte), l’elaborato mira a descrivere i cambiamenti dell’assetto politico-costituzionale italiano attraverso l’evoluzione semantica di sintagmi linguistici come ‘governo parlamentare’, ‘governo rappresentativo’, ‘governo costituzionale’, ‘parlamentarismo’. Tale analisi si concentra grossomodo in un periodo di tempo che va dalla seconda metà dell’Ottocento, fino alla prima metà del Novecento. Come fonti, accanto ai classici prodotti della dottrina politico-costituzionale, quali monografie accademiche, corsi universitari, prolusioni e discorsi parlamentari, si sono utilizzate voci di dizionari e enciclopedie, opuscoli, fonti giornalistiche, periodici e riviste di taglio più o meno specialistico e di orientamento politico diverso (liberale/moderato, cattolico, socialista, repubblicano, nazionalista, fascista). L’evoluzione concettuale di lemmi-cardine come ‘governo parlamentare’ e altri sintagmi ad esso finitimi permette di ricostruire i mutamenti della forma di governo italiana, evitando anche spiacevoli anacronismi a livello storiografico. Infatti la forma di governo non dovrebbero essere descritta attraverso quadri concettuali elaborati nella nostra contemporaneità e poi applicati retrospettivamente al passato, ma con sintagmi e concetti appartenenti alla realtà storica che si intende prendere in esame.
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