To see the other types of publications on this topic, follow the link: Physical and Virtual Environment.

Dissertations / Theses on the topic 'Physical and Virtual Environment'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Physical and Virtual Environment.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

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

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

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

Full text
APA, Harvard, Vancouver, ISO, and other styles
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.

Full text
Abstract:

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 the dependent variable. Using purposive sampling, the participants selected were members of the two sample fire departments. The survey contained three categories: demographic information, simulation-based training program overview, and simulation-training assessment. The study produced some statistically significant findings which provided empirical evidence regarding the effective use of simulation training to the decision-making ability of firefighters. It also addresses the void in the existing knowledge base on the effectiveness in using simulation training on the decision-making ability on the fire ground, which firefighters need particularly.

APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
Abstract:
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.
Bachelors
Engineering
Computer Engineering
APA, Harvard, Vancouver, ISO, and other styles
5

Moore, Tonia L. "Student-Directed Inquiry: Virtual vs. Physical." Youngstown State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1342540170.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
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.

Full text
Abstract:
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 visualization is using the appropriate formof their model presentation. However, validation of light simulations has been done multiple times but not manystudies are based on DT-driven light environment evaluation in which not only the realistic representation butalso the exchange of information plays a crucial role. Therefore, the aim is to develop a strategy for demonstratingthe data exchange between a physical and real environment, for a scenario in which an optimal interactionbetween daylight and electric light derives an optimized realization of a given light demand curve. Basedon a quantitative experiment, validation of a Digital Twin was done between a virtual and a physical twin onan existing room using the light simulation tool DIALux evo. Data exchange was optimized for three levels ofgeometrical complexity. The light environment was optimized for interaction between the Digital and RealTwin. Counter to expectations, the results showed that the coarse model is more accurate representation of thephysical counterpart and generates faster data exchange. Defining DT usage purpose reduces time and effortdone on the process of creation. Knowing what data to exchange and how often avoid developers any limitationsor delaying in the process. Future studies can investigate how optimization of data exchange and light environmentcan be achieved with programming and parametric generative design.
APA, Harvard, Vancouver, ISO, and other styles
8

Friedmann, Martin Richard. "Distributed physical simulations and synchronization in virtual environments." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/66352.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

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.

Full text
Abstract:
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 analysed to determine which one provides a higher resiliency and why. Therefore, the physical and digital attack surfaces of all entities are analysed to reveal the relevant vulnerabilities that could be exploited. Beside a theoretical research, a physical and a virtual environment have been established to test chosen attacks practically. The results show that virtual environments are less resilient than physical environments, especially to common attacks. This shows that virtualisation is still a technology that is new to many companies and the vulnerabilities it has must be taken seriously.
APA, Harvard, Vancouver, ISO, and other styles
10

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

Full text
Abstract:
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 design in from the world we design for. This separation hampers design processes of experienced users and presents barriers to novices. For example, manipulating objects in virtual spaces is difficult, but comes naturally in the physical world. Further, in a virtual environment, we cannot easily integrate existing physical objects or experience the object we are designing in its future context (e.g., try out a game controller during design). This lack of reflection impedes designer's spatial understanding in virtual design environments. To enable our virtual creations to become physical reality, we have to posses an ample amount of design and engineering knowledge, which further steepens the learning curve for novices. Lastly, as we are physically separated from our creation - until it is fabricated - we loose direct engagement with the material and object itself, impacting creativity. We follow a research through design approach, in which we take up the role as interaction designers and engineers. Based on four novel interaction concepts, we explore how the physical world and design environments can be brought closer together, and address the problems caused their prior separation. As engineers, we implement each of these concepts in a prototype system, demonstrating that they can be implemented. Using the systems, we evaluate the concepts and how the concepts alleviate the aforementioned problems, and that the design systems we create are capable of producing useful objects. In this thesis, we make four main contributions to the body of digital fabrication related HCI knowledge. Each contribution consists of an interaction concept which addresses a subset of the problems, caused by the separation of virtual design environment, and physical target world. We evaluate the concepts through prototype implementations, example walkthroughs and where appropriate user-studies, demonstrating how the concepts alleviate the problems they address. For each concept and system, we describe the design rationale, and present technical contributions towards their implementation. The results of this thesis have implications for different user audiences, design processes, the artifacts users design and domains outside of digital fabrication. Through our concepts and systems, we lower barriers for novices to utilize digital fabrication. For experienced designers, we make existing design processes more convenient and efficient. We ease the design of artifacts that reuse existing objects, or that combine organic and geometrically structured design. Lastly, the novel interaction concepts (and on a technical level, the systems) we present, which blur the lines between physical and virtual space, can serve as basis for future interaction design and HCI research.
APA, Harvard, Vancouver, ISO, and other styles
11

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
12

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.

Full text
Abstract:
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 2002.
"June 2002."
Includes bibliographical references (leaves 73-75).
by Raghunathan Sudarshan.
S.M.
APA, Harvard, Vancouver, ISO, and other styles
13

Bin, Sheng. "Image-based modeling and physically-based design in virtual environment." Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1676958.

Full text
APA, Harvard, Vancouver, ISO, and other styles
14

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.

Full text
Abstract:
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 from the participant in real time and sent to the prototype in Unity. It includes different interaction functionalities, a teleportation system, and a grabbing system from the SteamVR asset pack, a walk function using the Omnideck from Omnifinity, and includes assets from Unity for the graphics and sound. From the results and analysis of the data from the prototype, it can be interpreted that using some sort of movement in VR enhances the participants engagement and immersiveness in the environment. While heart rate biofeedback control enhances the VR experience, adding physical walking using treadmills improves it even more.
APA, Harvard, Vancouver, ISO, and other styles
15

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
16

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

Full text
APA, Harvard, Vancouver, ISO, and other styles
17

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.

Full text
Abstract:
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 demand a new conceptualization of the urban game arena. This thesis focuses on playful appropriations of hybrid space. Hybrid space is urban space that entails ubiquitous technologies. Therefore, playful appropriations of hybrid space are always, to some extent, digital as well as urban. Prior research has identified two metaphors for urban pervasive games —true mobility and true sociability. This thesis proposes an additional metaphor, called synchronicity, for binding together different realities in pervasive games. They can be anything from mirror world like realistic virtual environments, such as 3D virtual representations of a city, to abstract realities, such as the backstory of the game, or the space identity of a certain location. While location awareness is an important binding factor between the virtual and physical worlds in pervasive gameplay, synchronizable elements can be anything from encouraged collocated gameplay to semantic similarities between the combined realities. This thesis is based on five game constructs that have been specifically designed and implemented as pervasive research games. Research data has been collected and analyzed with a mixed methods approach from field trials conducted in the wild. Constructive research is complemented with a literature review that maps the characteristics of current location-based mobile games and the game space. The main contribution of this thesis is the identification of the digital, abstract, and physical layers of reality in digital urban pervasive games. The second contribution is the identification and categorization of the synchronizable elements that bind these realities together. This thesis offers initial insights into translating this knowledge into the design of future pervasive games
Tiivistelmä Urbaanitila on jatkuvassa muutoksessa, sillä se muotoutuu ja järjestyy uudelleen siellä kulkevien kaupunkilaisten kautta. Ubiikin teknologian, ihmisten kanssakäymisen ja modernin tilakäsityksen yhteisvaikutuksesta syntyy niin sanottu hybriditila, joka muodostaa peliareenan monille pervasiivisille peleille. Viime vuosikymmeninä tällä peliareenalla on tapahtunut vaivihkaisia mutta perustavaa laatua olevia muutoksia. Pelilaitteista on tullut aidosti mobiileja, ja ne kulkevat kaikkialla pelaajien mukana. Pelijärjestely vaatii vähemmän vaivaa pelaajaa kohden, paikannuksen tarkkuus on parantunut ja muutosten kautta myös kaupallisia pelejä on enemmän saatavilla. Nykyisiä pervasiivisia sijaintipohjaisia pelejä voi pelata milloin vain ja missä vain. Edellä mainittu kehitys edellyttää pervasiivisten pelien ja pelitilan uudelleen konseptualisointia. Väitöstyön aihe ei ole pelillisyys sellaisenaan, vaan “pelillisyys ja sen hyödyntäminen hybriditilassa”. Hybriditila on aina urbaani ja sisältää ubiikkia teknologiaa, minkä vuoksi pelit tässä tilassa ovat lähes poikkeuksetta myös digitaalisia. Aiempi tutkimus esittää, että saavutetut kehitysaskeleet voi niputtaa kahden metaforan alle. Nämä metaforat ovat: aito mobiilius sekä aito sosiaalisuus. Tämä väitöskirja esittää kolmannen, vielä määrittelemättömän tai saavuttamattoman metaforan näiden jatkoksi: synkronisuus. Synkronisoitavat piirteet tai elementit sitovat todellisuuksia yhteen pervasiivisessa pelitilassa. Tilassa olevat todellisuudet voivat olla realistisia pelimaailman kaltaisia virtuaalitiloja tai abstrakteja todellisuuksia, kuten pelitarinan muodostama todellisuus tai jonkin tietyn paikan tilaidentiteetti. Vaikka sijaintipohjaisuus on tärkeä todellisuuksia yhdistävä piirre, synkronisoitavat elementit voivat olla muutakin kuin sijaintikoordinaatteja. Pervasiiviset pelit nivoutuvat pelaajiensa päivittäiseen elämään, mikä tekee pelin kontekstista erottamattoman osan peliä. Tämä ominaisuus oikeuttaa ”in the wild” -menetelmien käytön tutkimuksessa, mikä tarkoittaa, että pelaamista ja pelejä tarkkaillaan luonnossa todellisessa ympäristössään. Tässä väitöstyössä käytetään konstruktioina varta vasten tätä tutkimusta ajatellen suunniteltuja ja toteutettuja pervasiivisia tutkimuspelejeä. Konstruktiivista tutkimusta tukee lisäksi teoreettinen tutkimusosio, joka koostuu kirjallisuuskatsaukseen pohjautuvasta nykyisten sijaintipohjaisten pelien ja pelitilan kategorisoinnista. Pervasiiviset pelit nivoutuvat pelaajiensa päivittäiseen elämään, mikä tekee pelin kontekstista erottamattoman osan peliä. Tämä ominaisuus oikeuttaa ”in the wild” -menetelmien käytön tutkimuksessa, mikä tarkoittaa, että pelaamista ja pelejä tarkkaillaan luonnossa todellisessa ympäristössään. Tässä väitöstyössä käytetään konstruktioina varta vasten tätä tutkimusta ajatellen suunniteltuja ja toteutettuja pervasiivisia tutkimuspelejeä. Konstruktiivista tutkimusta tukee lisäksi teoreettinen tutkimusosio, joka koostuu kirjallisuuskatsaukseen pohjautuvasta nykyisten sijaintipohjaisten pelien ja pelitilan kategorisoinnista
APA, Harvard, Vancouver, ISO, and other styles
18

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.

Full text
Abstract:
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, handles intensive computations in optimized ways at an interactive speed. In this study, the capabilities of the physics engine (PhysX) and gaming platform for modelling and simulating articular joints are evaluated. First, a preliminary validation is carried out for mechanical systems with analytical solutions, before constructing the musculoskeletal model to evaluate the consistency of gaming platforms. The developed musculoskeletal model deals with the human joint as an unconstrained system with 6 DOF which is not available with other joint modeller. The model articulation is driven by contact surfaces and the stiffness of surrounding tissues. A number of contributions, such as contact modelling and muscle wrapping, have been made in this research to overcome some existing challenges in joint modelling. Using muscle segmentation, the proposed technique effectively handles the problem of muscle wrapping, a major concern for many; thus the shortest path and line of action are no longer problematic. Collision behaviour has also shown a stable response for colliding as well as resting objects, provided that it is based on the principles of surface properties and the conservation of linear and angular momentums. The precision of collision detection and response are within an acceptable tolerance controllable by varying the mesh density. An image based analysis system is developed in this thesis, mainly in order to validate the proposed physics based modelling solution. This minimally invasive method is based on the analysis of marker positions located at bony positions with minimal skin movement. The image based system overcomes several challenges associated with the currently existing methods, such as inaccuracy, complication, impracticability and cost. The analysis part of this research has considered the elbow joint as a case study to investigate and validate the proposed physics based model. Beside the interactive 3D simulation, the obtained results are validated by comparing them with the image based system developed within the current research to investigate joint kinematics and laxity and also with published material, MJM and results from experiments performed at the Brunel Orthopaedic Research and Learning Centre. The proposed modelling shows the advantageous speed, reliability and flexibility of the proposed model. It is shown that the gaming platform and physics engine provide a viable solution to human musculoskeletal modelling. Finally, this thesis considers an extended implementation of the proposed platform for testing and assessing the design of custom-made implants, to enhance joint performance. The developed simulation software is expected to give indicative results as well as testing different types of prosthetic implant. Design parameterization and sensitivity analysis for geometrical features are discussed. Thus, an integrated environment is proposed to link the real-time simulation software with a manufacturing environment so as to assist the production of patient specific implants by rapid manufacturing.
APA, Harvard, Vancouver, ISO, and other styles
19

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

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.

Full text
Abstract:
Projeto de Graduação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Licenciada em Fisioterapia
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, publicados em inglês e em que se tratam os défices motores nas crianças com PC com uma idade máxima de 18 anos. Foram excluídos estudos sem texto integral disponível e nos quais foi realizado em simultâneo um outro tipo de tratamento além da RV. Resultados: foram identificados 12 artigos. Conclusão: a maioria dos estudos encontrados foram séries de estudos de caso, o que não permite a extrapolação dos resultados. E necessário efetuar mais estudos para avaliar a evidência da RV como ferramenta coadjuvante ao tratamento de fisioterapia em crianças com PC.
Introduction: Virtual Reality (VR) have been used as a way to improve the different movements patterns of patients with Cerebral palsy (CP). Objective: investigate the effects of the use of VR in motor deficits on patients with CP. Methodology: search by keywords on Bon e Pubmed database to identify randomized controlled studies, randomized uncontrolled studies , cases studies, carried on humans during the last 10 years, in English and that deal with the motor deficits in children with CP and whose age is maximum 18. Results: 12 studies were identified. Conclusion: The majority of the studies that we found were series of case studies; which doesn’t permit the extrapolation of the results. It’s necessary to realize more studies in order to evaluate the evidence of the VR as a supporting instrument to physiotherapy in children with CP.
N/A
APA, Harvard, Vancouver, ISO, and other styles
21

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.

Full text
Abstract:
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)
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
Tourism is one of the biggest economic activities in the world and it has undergone changes in its management, especially in the perspective of marketing, a result of globalization and the internet. This dissertation has as its theme: "The Desion-Making Process of the Tourist in the Virtual Environment: Factors that influence the purchase stages", and it aims to analyze how the influencing factors of purchase are manifested in the physical and virtual environment in the decision-making process in the context of the hotel market. In the theoretical framework, this dissertation approaches the perspectives of digital marketing, decision-making process and tourism. This research was conducted with 330 Brazilian and foreign tourists who stayed in the coast of Rio Grande do Norte, through a hotel wherewith they made contact to shopping in a physical and/or virtual environment. Therefore, it is an exploratory descriptive study, in this dissertation the Exploratory Factor Analysis (EFA), ANOVA and Discriminant Analysis (DA) for the treatment and analysis of the data were used it. It is concluded that, in relation to practical contributions to companies, is possible to infer that companies that operate in the hotel market must look for the changes that happen in the decision-making process in the virtual environment, considering variables that are important in the time of purchase by tourist, in which are: Satisfaction, Service, Ease, Credibility, Security, Price, Relationship, Post-sales and Communication. A company that markets hosting should not use the same way the marketing strategy for both environments (physical and virtual) because customers behave and evaluate differently depending on the environment in which they are inserted during the decision-making process
O turismo que é uma das maiores atividades econômicas do mundo e vem passando por mudanças na sua gestão notadamente na perspectiva do marketing, resultado da globalização e da internet. A presente tese tem como tema: “O Processo Decisório do Turista em Ambiente Virtual: Fatores que influenciam as etapas de compra”, e busca atender o objetivo de analisar como os fatores influenciadores de compra se manifestam no ambiente físico e virtual no processo decisório no contexto do mercado hoteleiro. No referencial teórico, o trabalho aborda perspectivas do marketing digital, processo decisório e turismo. A pesquisa foi realizada com 330 turistas brasileiros e estrangeiros que se hospedaram no litoral do Rio Grande do Norte, por meio de um estabelecimento hoteleiro com o qual realizaram contato para compra em ambiente físico e/ou virtual. Trata-se, portanto, de uma pesquisa exploratória descritiva, neste estudo a Análise Fatorial Exploratória (AFE), ANOVA e Análise Discriminante (AD) foram utilizadas para o tratamento e análise dos dados. Conclui-se que, no tocante as contribuições práticas para as empresas, é possível inferir que as organizações que atuam no mercado hoteleiro devem atentar para as mudanças que ocorrem no processo decisório no ambiente virtual, levando em consideração as variáveis que são importantes no momento da compra para o turista, sendo: Satisfação, Atendimento, Facilidade, Credibilidade, Segurança, Preço, Relacionamento, Pós-vendas e Comunicação. A empresa que comercializa hospedagem não deve utilizar da mesma forma as estratégias de marketing para os dois ambientes (físico e virtual), pois os clientes se comportam e avaliam de maneira diferente dependendo do ambiente o qual está inserido durante o processo decisório
APA, Harvard, Vancouver, ISO, and other styles
22

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.

Full text
Abstract:
Thesis (M.S. in Electrical Engineering and M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, September 2003.
Thesis advisor(s): Xiaoping Yun, Fotis Papoulias, Joseph Sullivan. Includes bibliographical references (p. 89-90). Also available online.
APA, Harvard, Vancouver, ISO, and other styles
23

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
24

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.

Full text
Abstract:
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 new technique called digital wave guide extraction which models the motion of a two dimensional membrane. The technique exploits the efficiency advantages of digital waveguides, which are commonly used to model one dimensional objects, by extracting harmonic subsets from the membrane's spectrum based on plane waves travelling in a single direction. The technique is shown to be mathematically equivalent to modal synthesis. A detailed method of implementation is provided, the output of which is shown to closely match that of modal synthesis in frequency content and amplitude envelope. A means of decreasing the computational complexity of the technique, while affecting minimal change to the synthesised sound, is proposed and justified. The saving can be applied to a varying degree which is useful in environments where objects can have different levels of perceptual importance and processing availability can vary due to factors unrelated to audio. Perceptual listening tests reveal that, without affecting any perceptual difference to the sound produced, computational complexity can be reduced by at least 72%, typically around 95% and often beyond 99%. Finally, the digital waveguide extraction technique has been linked to purely geometrical analysis of a membrane. This provides an alternative understanding of the technique and indicates potential for a new wave-based approach to modelling non- ideally shaped objects and rooms.
APA, Harvard, Vancouver, ISO, and other styles
25

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/.

Full text
Abstract:
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 technology. In the entertainment field, exergaming that merges video game with physical exercise activities by employing tracking or even 3D display technology can be considered as a small scale VR. For the research presented in this thesis, a novel realistic real-time table tennis game combining immersive, interactive and competitive features is developed. The implemented system integrates the InterSense tracking system, SwissRanger 3D camera and a three-wall rear projection stereoscopic screen. The Intersense tracking system is based on ultrasonic and inertia sensing techniques which provide fast and accurate 6-DOF (i.e. six degrees of freedom) tracking information of four trackers. Two trackers are placed on the two players’ heads to provide the players’ viewing positions. The other two trackers are held by players as the racquets. The SwissRanger 3D camera is mounted on top of the screen to capture the player’s
APA, Harvard, Vancouver, ISO, and other styles
26

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.

Full text
Abstract:
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
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 meaning through the spatialization of information in digital medium. The thesis analyzes how 3DTF VRE becomes extension to the existing actual NYSE in terms of four tools of analysis: visualization, navigation, interaction,and data integration. This thesis proposes to rethink architecture&rsquo
s relation with information through an understanding of extension.
APA, Harvard, Vancouver, ISO, and other styles
27

Santos, Rafael Augusto Penna dos. "Ambientes físico-virtuais de aprendizagem." reponame:Repositório Institucional da FURG, 2014. http://repositorio.furg.br/handle/1/5058.

Full text
Abstract:
Submitted by Gilmar Barros (gilmargomesdebarros@gmail.com) on 2015-05-12T17:00:56Z No. of bitstreams: 1 Tese - Rafael Penna.pdf: 5494264 bytes, checksum: 3a53496319b33a5169c281e0bcb7a800 (MD5)
Rejected by Vitor de Carvalho (vitor_carvalho_im@hotmail.com), reason: - Sobrenomes de autor/orientador não podem estar em caixa alta; - Falta um dos sobrenomes da orientadora. on 2015-06-12T19:44:55Z (GMT)
Submitted by Gilmar Barros (gilmargomesdebarros@gmail.com) on 2015-06-15T15:33:55Z No. of bitstreams: 1 Tese - Rafael Penna.pdf: 5494264 bytes, checksum: 3a53496319b33a5169c281e0bcb7a800 (MD5)
Approved for entry into archive by Vitor de Carvalho (vitor_carvalho_im@hotmail.com) on 2015-06-22T18:57:30Z (GMT) No. of bitstreams: 1 Tese - Rafael Penna.pdf: 5494264 bytes, checksum: 3a53496319b33a5169c281e0bcb7a800 (MD5)
Made available in DSpace on 2015-06-22T18:57:30Z (GMT). No. of bitstreams: 1 Tese - Rafael Penna.pdf: 5494264 bytes, checksum: 3a53496319b33a5169c281e0bcb7a800 (MD5) Previous issue date: 2014
O avanço tecnológico dos últimos anos ocasionou mudanças na maneira como as pessoas se relacionam. Dispositivos computacionais, sensores e atuadores se fazem presentes na vida das pessoas atualmente, de maneira que os mundos físico e virtual se misturam. Propostas de sistemas físico-cibernéticos (Cyber-Physical Systems ou CPS) surgem com o intuito de integrar os sistemas computacionais com objetos do mundo físico. Neste novo contexto, as discussões dos impactos tecnológicos nos ambientes escolares são importante, estabelecendo novas áreas de pesquisa, como ensino eletrônico, educação à distância, aprendizagem móvel e aprendizagem ubíqua. Dentro dessas áreas, os Ambientes Virtuais de Aprendizagem (AVAs), que são sistemas computacionais disponíveis na internet, destinados ao suporte de atividades mediadas pelas tecnologias de informação e comunicação, são bastante utilizados e estudados. Esses ambientes podem ser identificados por uma série de características que envolvem interação entre alunos e professores, oportunidades de socialização e concepção de informação, propostas pedagógicas, representação do espaço virtual, entre outras. No entanto, os AVAs costumam apresentar possibilidades restritas de lidar com as informações do mundo físico. Esta tese tem como foco a integração de elementos reais/físicos em AVAs, através de interfaces humano-computador avançadas. Para tanto, propõe-se a definição de Ambientes Físico- Virtuais de Aprendizagem, discutindo suas características e um modelo conceitual de referência. Por fim, a plataforma Toogle, proposta para implementação de sistemas físicocibernéticos, é aprimorada e utilizada no desenvolvimento desses novos espaços.
Technological advances in recent years has brought about changes in the way people relate. Computing devices, sensors and actuators are present in the in people's lives today, in a way that the physical and virtual worlds mix. Proposals of Cyber-Physical Systems (CPS) arise in order to integrate computer systems with the physical world objects.In this new context, discussions about technological impacts on school environments are important, establishing new areas of research, such as e-learning, distance education, mobile learning and ubiquitous learning. Within these areas, the Virtual Learning Environments (VLEs), which are computer systems available on the Internet, intended to support activities mediated by information and communication technologies, are widely used and studied. These environments can be identified by a number of features that involve interaction between students and teachers, socialization opportunities, educational proposals, representation of virtual space, among others. However, VLEs often have limited possibilities to deal with the information of the physical world. This dissertation focuses on the integration of real / physical elements in VLEs, through advanced human-computer interfaces. We propose the definition of Cyber-Physical Learning Environments, discussing their characteristics and a reference conceptual model. Finally, the Toogle plataform, proposed to implement cyber-physical systems, is enhanced and used to develop these new spaces.
APA, Harvard, Vancouver, ISO, and other styles
28

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.

Full text
Abstract:
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. Totalt medverkade 12 respondenter på två olika företag, varav fyra av respondenterna hade olika ledarbefattningar och resterande var medarbetare med kreativa roller. Den insamlade datan har transkriberats och analyserats med hjälp av en innehållsanalys. Denna innehållsanalys resulterade i sex olika kategorier; ledarskap, kommunikation, gruppdynamik, motivation, produktivitet och kreativitet. Resultatet visade att ledarna på flera sätt anpassat sina ledarskapsroller efter skiftet från en fysisk till en virtuell arbetsmiljö men även att medarbetarna behövt anpassa sig på olika sätt. Ett virtuellt ledarskap kräver enligt studien mer struktur, tydlighet och medvetenhet än ett fysiskt ledarskap, samtidigt som medarbetarna också fått ett ökat ansvar och självledarskap. Medarbetarna kunde exempelvis i högre grad ses själva planera och överse det dagliga arbetet, samt ta mer egna initiativ till kommunikation och problemlösning.
For many years, organizations have tried to adapt to the increasing digitalization in the world. However, when the COVID-19 pandemic began to spread around the world in the beginning of 2020, many unprepared companies had to change their routines drastically. The purpose of this study is to examine whether and how leadership roles in creative teams are affected by a shift from a physical to a virtual work environment. In order to answer the research question a qualitative method with physical interviews, video interviews and interviews through email has been used. A total of 12 respondents participated from two different companies. Four of the respondents had management positions and the remaining were co-workers with creative roles. The collected data has been transcribed and analyzed using a content analysis method. This content analysis method resulted in six different categories; leadership, communication, group dynamics, motivation, productivity and creativity. The findings suggest that the leaders have adapted their leadership roles in several different ways since the shift from a physical to a virtual workplace, and that the co-workers’ roles also have been affected. Based on the results, a virtual leadership seems to require more structure, explicitness and awareness than a physical leadership. The co-workers were also given more responsibility and an increased self- leadership. They planned and reviewed their own daily work, as well as took more initiative when it came to communication and problem solving.
APA, Harvard, Vancouver, ISO, and other styles
29

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.

Full text
Abstract:
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 bienfaits de la pratique des exergames afin de lutter contre les effets délétères du vieillissement cognitif normal. Il s’agit, au travers de deux études d’entrainement, d’identifier le potentiel de transférabilité de nouvelles acquisitions cognitives et motrices via cet outil d’entrainement virtuel. La première étude a mis en évidence qu’un programme d’entrainement en exergames de trois mois permet l’amélioration des fonctions exécutives et de la vitesse de traitement de l’information chez des personnes âgées sédentaires. Ces résultats suggèrent que ces améliorations cognitives pourraient prendre leurs sources explicatives, d’une part, via la sollicitation physique se traduisant ici par des améliorations physiques notamment au niveau de l’endurance cardiorespiratoire, et d’autre part, via l’intermédiaire de la stimulation cognitive induite par le jeu qui, grâce à la diversité des tâches et des interactions, a engendré un transfert vers les tests neuropsychologiques. La seconde étude a pour objectif d’identifier l’occurrence d’un transfert virtuel-réel au travers d’un contexte de similarité entre les éléments constituant nos deux tâches expérimentales, à partir d’une tâche de putting au golf. La comparaison de performances des deux groupes d’âges entrainés selon deux contextes d’apprentissage (réel versus virtuel) a mis en évidence que les adultes jeunes étaient parvenus à réinvestir les habiletés acquises issues du virtuel dans le contexte réel, à la différence des adultes âgés qui, bien qu’ils aient atteint une réelle acquisition motrice en contexte virtuel, n’ont pas réussi à réengager de façon optimale leur acquisition antérieure. Ce travail doctoral atteste que les exergames peuvent, à travers une stimulation à la fois physique et cognitive, être un moyen efficace de lutter contre les effets délétères liés à l’avancée en âge
For years, research literature has underlined that, notwithstanding the cognitive deficits related to advancing age, individuals may continue to benefit from their prior experiences in the optimization of their behavior, aided by the maintenance of a certain level of cognitive plasticity (i.e., concept of enrichment effects). The present research aims to understand the extent of seniors’ behavioral plasticity and establish how exergames may assist them in countering the deleterious effects of normal cognitive aging. This research consists of two studies which aim to identify the potential for cognitive and motor acquisitions via the use of virtual training devices. The first study highlights that a three month exergame training program improved both executive functions and the speed of processing in sedentary seniors. These results suggest that such cognitive improvements may be explained by (1) physical solicitation resulting in improved cardiorespiratory endurance, and (2) by the game-related cognitive stimulation (due to the variety of tasks and interactions) further transferring to neuropsychological tests. The second study is designed to identify the occurrence of a virtual-real transfer through context similarity between our two experimental tasks, both based on a golf-putting task. Compared performances between the two age groups, having trained in one of two learning conditions (real versus virtual) underlined that young adults were able to reinvest the acquired skills from the virtual to the real context, in contrast to older adults. Even though the latter acquired actual motor skills in virtual context, they failed to optimally re-engage prior acquisitions. This doctoral research attests that exergames, through both physical and cognitive stimulation, may be an effective means to counter the deleterious effects related to advancing age
APA, Harvard, Vancouver, ISO, and other styles
30

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.

Full text
Abstract:
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 applying mentioned forces to a user-defined number of particles, sampled pseudo-randomly within the rigid body.
APA, Harvard, Vancouver, ISO, and other styles
31

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.

Full text
Abstract:
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)
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: d41d8cd98f00b204e9800998ecf8427e (MD5)
Made available in DSpace 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: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2016-12-16
The new generation of Internet has been a decisive factor in direction-making of society through using interactive tools, which enables (re)build the knowledge. Here, everything becomes more dynamic and the interaction is increasingly more natural, both in visual terms and programming language. Thus, the Information and Communication Technologies, especially the Web 2.0, have been incorporated into educational processes. This dissertation deals with the representation of scientific models using computer applications. Thus, it was planned and developed a technology product interactive portal – Ealuno, using there sources of the Web 2.0, considering its use as an action cultural tool for Physics teaching and learning. We discuss about how this way of presentation is inserted in Science/Physics class and described its functions. This is an investigation characterized as a participante search. In this case, we assume two positions, since we representthe Science teachers who teach for a technological society and the members of this technological society, that is, we represent the Physics classroom conditioned by new ways of communication from defined and legitimized positions in this social structure. Our results indicate that the student configuration allows different waysof record and representation of the reality that promotes to it autility in the mediated action, being this utility in the interactivity power and in the access to virtual environments, permitting to provide to users interaction and motivation for the Physics teaching and learning process.
A nova geração da internet tem se apresentado como fator decisivo nas tomadas de rumo da sociedade por meio da utilização de diversas ferramentas interativas, o que possibilita (re)construir o conhecimento. Nela, tudo é cada vez mais dinâmico e a interação é cada vez mais natural, tanto em termos visuais, quanto em sua linguagem de programação. Assim, as Tecnologias de Informação e Comunicação (TIC’s), em especial a Web 2.0, têm-se incorporado a processos educativos. Assim, planejamos e desenvolvemos o produto tecnológico portal interativo – Ealuno, utilizando os recursos da Web 2.0 tendo em vistas sua utilização como ferramenta cultural da ação mediada de ensino e aprendizagem de física. Discorremos sobre como essa forma de apresentação se insere na aula de ciências/física e descrevemos suas funcionalidades. Esta é uma investigação que se caracteriza como uma pesquisa participante. Neste caso, assumimos duas posições, pois representamos os professores de ciências que ensinam para a sociedade tecnológica e os membros dessa sociedade tecnológica, isto é, representa-se a sala de aula de física condicionada por novas formas de comunicação a partir de posições definidas e legitimadas nessa estrutura social. Nossos resultados demonstram que a configuração do Ealuno permite diferentes meios de registro e representação da realidade que lhe confere utilidade na ação mediada, e esta utilidade está no poder de interatividade e no acesso a ambientes virtuais, oferecendo aos usuários interação e motivação, para o processo de ensino e aprendizagem de física.
APA, Harvard, Vancouver, ISO, and other styles
32

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.

Full text
Abstract:
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
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, Dynamics, Hydrostatics, Thermophysics, Electrostatics and Electrodynamics. The cycles have a basic structure formed by a study guides , a summary text with exercises to assimilation and deepening of contents, virtual labs, simulators and evaluation questionnaires . The use of VLE proved to be an organizer and facillitator of the study and mainly a motivation tool for students that had increased the time of study and interaction with the teacher. The activities were developed in bimodal form, where first the instructor gives a lecture and after the students perform activities at home, which allows the instructor resuming and redirecting the contents according to the performance of the students in the VLE. The increase of motivation for better learning, verified through the completion of the tasks proposed, was confirmed by results obtained in some tests answered by volunteer students.The VLE ia available at www.escolananet.com and and hosted at the site of the Graduate Program in Teaching of Exact Sciences of UFSCar.(http://www.ppgece.ufscar.br/.)
Este trabalho consiste na construção, aplicação e avaliação de um Ambiente Virtual de Aprendizagem (AVA) como ferramenta auxiliar ao ensino de Física com metodologia tradicional, no Ensino Médio, usando a plataforma Moodle. O ambiente foi estruturado para que o aluno faça uso do AVA da primeira à última semana do ano letivo, com uma estrutura distribuída por ciclos para as três séries, com conteúdos de Cinemática, Dinâmica, Hidrostática, Termofísica, Eletrostática, Eletrodinâmica e Eletromagnetismo. Os ciclos possuem uma estrutura básica que consiste em uma orientação de estudos, um texto resumo com exercícios para assimilação e aprofundamento, laboratórios virtuais, simuladores e questionários avaliativos. O uso do AVA mostrou-se organizador, facilitador e principalmente motivador aos alunos, aumentado o tempo de estudo e a interação com o professor. As atividades foram desenvolvidas no formato bimodal, onde os alunos primeiramente têm com o professor em sala de aula o primeiro contato com o conteúdo e realizam as atividades em casa, permitindo ao professor retomar e redirecionar os conteúdos de acordo com a percepção no ambiente. A motivação para uma melhor aprendizagem, através da realização das tarefas propostas, foi constatada em questionário respondido por alunos voluntários. O ambiente desenvolvido encontra-se disponível na Internet no endereço: www.escolananet.com e fará parte do ambiente implantado no servidor da Pós Graduação em Ensino de Ciências Exatas no endereço http://www.ppgece.ufscar.br/.
APA, Harvard, Vancouver, ISO, and other styles
33

Nourian, Saeid. "xPheve: An extensible physics engine for virtual environments." Thesis, University of Ottawa (Canada), 2004. http://hdl.handle.net/10393/26731.

Full text
Abstract:
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 the application components from the low-level physics components, modern programmers use a generic library called physics engine. A physics engine contains within itself all the codes required for dynamic computation of physical behaviors and provides these services to other applications through its application interface (API). There are several commercial physics engines available for programmers. Although they are computationally efficient, they lack a proper architecture. As a result, they face problems with extensibility and maintenance issues. In parallel to the above improvement opportunity, there is another industrial consideration. Sun Microsystems introduced a new technology for constructing portable virtual worlds called Java3D. Since Java3D is new, there are no physics engines available for Java3D programmers. This thesis proposes a new framework for developing virtual environments that obey physical laws. It introduces a new generation of physics engines that are fully customizable and extensible. This is due to a novel architecture that uses a container/plug-in pattern for implementing physical laws and attaching them to the physics engine. The physics engine is named xPheve (Extensible Physics Engine for Virtual Environments) and its current implemented is in Java and on top of Java3D libraries.
APA, Harvard, Vancouver, ISO, and other styles
34

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.

Full text
Abstract:
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. The second axis of research, called the auxiliary axis was worked with undergraduate physics students, attending the discipline Instrumentation for Physics Teaching IV (IPT- IV), at the Sergipe Federal University (SFU). We sought to identify the level of acceptance by the students regarding the use of virtual simulations to minister classes with physics content covered in high school. It was found in this second axis through practical activities using virtual simulations, if students could reach a level of involvement with the simulations in order to feel encouraged to use them in future professional activity in schools. The results of the two axes of research served as a grant to try to understand the existence of any causal relationship between the two surveyed realities that implied in a teaching practice carried from graduation to basic education schools. Regarding the teachers aspects such as formed time, teaching practice time, updates through continuing education or yet any other factors that could influence the teachers in using or not virtual teaching tools in everyday teaching activities were considered. It was found through the obtained results that the majority of surveyed physics teachers do not use virtual simulations because, in addition to structural shortage of schools where they teach, they have little weekly working hours to include simulations in their regular activities of teaching physics. It was also found that in the case of teachers interviewed this non-use of virtual teaching tools is not due to implementation of a practice brought by them from their graduation.
Nesta pesquisa foi realizado um estudo sobre a utilização de ambientes virtuais de aprendizagem ao se ministrar aulas de Física nas escolas de ensino médio de /, Sergipe. Visando melhor compreender essa questão, foram utillizados dois eixos de investigação. O primeiro, chamado de eixo central, foi trabalhado junto a professores de Física de escolas da rede estadual de ensino. A finalidade neste eixo foi obter informações sobre a efetiva utilização ou não de ambientes e simulações virtuais nas aulas ministradas por esses professores e as possíveis causas que conduzissem à realidade encontrada, fossem causas de opção metodológica ou pessoal. O segundo eixo de investigação, chamado de eixo auxiliar, foi trabalhado junto a alunos de licenciatura em Física, cursando a disciplina Instrumentação para o Ensino de Física IV (IEF IV), na Universidade Federal de Sergipe (UFS). Procurou-se identificar o nível de aceitação por parte dos alunos em relação à utilização de simulações virtuais ao ministrarem aulas com conteúdos de Física abordados no ensino médio. Nesse segundo eixo, verificou-se através de atividades práticas utilizando simulações virtuais se os alunos alcançariam um grau de envolvimento com as simulações, de forma a se sentirem estimulados a utilizá-las em futura atividade profissional nas escolas. Os resultados dos dois eixos de investigação serviram de subsídio para se entender a existência ou não de alguma relação causal entre as duas realidades pesquisadas, que implicasse em uma prática de ensino transposta da graduação para as escolas de educação básica. Em relação aos professores das escolas, foram considerados aspectos como tempo de formado e de prática docente, existência de atualizações através de formação continuada ou ainda outros fatores de natureza pessoal que poderiam influenciar na utilização ou não de ferramentas virtuais de ensino nas atividades docentes cotidianas desses professores. Constatou-se através dos resultados obtidos que a maior parte dos professores de Física entrevistados não utiliza simulações virtuais porque, além da carência estrutural das escolas onde lecionam, eles dispõem de pouca carga horária semanal para incluir as simulações em suas atividades regulares de ensino de Física. Constatou-se também que no caso dos professores entrevistados, essa não utilização de ferramentas de ensino virtuais, não se deve a transposição de uma prática trazida por eles da graduação.
APA, Harvard, Vancouver, ISO, and other styles
35

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.

Full text
Abstract:
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)
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
In this work we present a study on a Dynamic Planning structured for the development of the discipline of Physics I and Physics Applied to Architecture in undergraduate classes of the faceto- face modality of the Universidade Franciscana during the year 2016. This research was initially delineated from conclusions obtained in activities previously applied in 2014 in these same disciplines, with the help of Moodle computational environment. The current didactic strategy was organized through the Teaching Plan, prepared at the beginning of the semester, having been adjusted over the period according to the needs of each class, considering previous implementations added to the researcher's experience. The initial planning and organization of the contents / activities started from the study of the curricular curriculum of the course, in which the discipline is inserted, as well as the expected profile of the egress. Subsequently, the reorganization of Dynamic Planning considered the prior knowledge of the students guiding a didactic sequence based on the use of virtual applications, videos and practical activities. The evaluation process took place on a continuous basis, in which all tasks such as participation in forums, multiple choice questions and organization / presentation of papers made up the student's final evaluation. In this way, the differential of this research was based on the constant reorganization of the planning, guided by the results collected throughout the implementation. The teaching frame is marked in the meaning of Significant Learning with emphasis on the student's autonomy in the process of formation. The analysis of the results was systematized from the participation of the students in dialog spaces in the Moodle environment, and in a semi structured interview, both methods being supported in the Content Analysis Theory of Bardin. With regard to students' use of knowledge, there was a more intense commitment to the "classroom structure" and, later, a motivation in understanding an unfinished science that is constantly advancing. In this way, this study highlights the results of a differentiated methodology called Dynamic Planning, which aims student autonomy in the teaching and learning process.
Neste trabalho apresentamos um estudo sobre um Planejamento Dinâmico estruturado para o desenvolvimento da disciplina de Física I e Física Aplicada à Arquitetura em turmas de graduação, da modalidade presencial, da Universidade Franciscana, durante o ano de 2016. Essa pesquisa foi inicialmente delineada a partir de conclusões obtidas em atividades aplicadas previamente em 2014 nessas mesmas disciplinas, com o auxílio do Moodle via o Ambiente Virtual de Aprendizagem (AVA). A atual estratégia didática foi organizada por meio do Plano de Ensino, elaborado ao iniciar o semestre, tendo sido ajustado ao longo do período de acordo com a necessidade de cada turma, considerando as implementações anteriores somadas à experiência do pesquisador. O planejamento inicial e a organização dos conteúdos/atividades partiram do estudo da grade curricular do curso, em que está inserida a disciplina, assim como o perfil esperado do egresso. Posteriormente, a reorganização do Planejamento Dinâmico considerou os conhecimentos prévios dos estudantes norteando uma sequência didática baseada no uso de aplicativos virtuais, vídeos e atividades práticas. O processo avaliativo ocorreu de forma continuada, nas quais todas as tarefas como participação em fóruns, questões de múltipla escolha e organização/apresentações de trabalhos compuseram a avaliação final do estudante. Desta forma, o diferencial desta pesquisa amparou-se na constante reorganização do planejamento, guiada pelos resultados coletados ao longo da implementação. O referencial de ensino é balizado nas acepções da Aprendizagem Significativa com ênfase na autonomia do estudante no seu processo de formação. A análise dos resultados foi sistematizada a partir da participação dos estudantes em espaços de diálogo no AVA- Moodle, e em uma entrevista semiestruturada, sendo ambos os métodos amparados na Teoria de Análise de Conteúdo de Bardin. No que se refere ao aproveitamento dos estudantes frente ao conhecimento, percebeuse um empenho mais intenso na “estrutura aula” e, posteriormente, uma motivação na compreensão de uma ciência não acabada e em contínuo avanço. Desta forma, este estudo destaca os resultados de uma metodologia diferenciada denominada Planejamento Dinâmico, que visa uma maior autonomia dos estudantes no processo de ensino e aprendizagem.
APA, Harvard, Vancouver, ISO, and other styles
36

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
37

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.

Full text
Abstract:
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
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 the teaching/learning process, making it more effective and interesting. This material was applied to High School students - which translates to Ensino Médio and/or Pré-Vestibular in Brazil s schooling system - in the following schools: Carlos Drummond de Andrade and Nomelini Cirandinha, both in Barretos, Escola Espaço Livre, in Bebedouro and Coc Cardiofísico, in Jaboticabal. Both the teaching experience related to the VLE construction and its learning results are also described in this work.
O presente trabalho descreve o desenvolvimento de um AVA Ambiente Virtual de Aprendizagem, onde utilizamos a música como fio condutor para o estudo das ondas sonoras. Fazendo uso das novas ferramentas educacionais como vídeos, animações, simulações bem como a plataforma Moodle, produzimos um ambiente virtual onde os alunos podem estudar as ondas sonoras de uma forma interativa e autônoma, incentivando-os a utilizar o computador e a internet como facilitadores do processo de ensino/aprendizagem, tornando este processo mais efetivo e interessante. Esse material foi aplicado a turmas de alunos do Ensino Médio e Pré-Vestibular das escolas Carlos Drummond de Andrade e Nomelini Cirandinha, ambas de Barretos, Escola Espaço Livre, de Bebedouro e escola COC Cardiofísico, de Jaboticabal. Tanto a experiência didática quanto a construção do AVA e seus resultados de aprendizagem são também descritos neste trabalho.
APA, Harvard, Vancouver, ISO, and other styles
38

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.

Full text
Abstract:
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 realização dessa pesquisa se fez uso de pré-testes com os alunos, visando identificar a existência dos subsunçores, assim como, a elaboração de mapas conceituais sobre os conhecimentos matemáticos exigidos na disciplina, particularmente, na Equação dos Gases Ideais. Os resultados foram analisados e permitiram o desenvolvimento de um objeto virtual de aprendizagem que privilegia o uso de equação e função matemática na Química. O objeto virtual de aprendizagem possibilita ao aluno o processo de interação, buscando desenvolver a sua aprendizagem, assim como elementos que promovam a interdisciplinaridade entre a Matemática e a Química. A interdisciplinaridade privilegiará a aplicabilidade de conceitos matemáticos na Equação dos Gases Ideais, especificamente na disciplina de Físico-Química I.
The present work has the objective of investigating the comprehension of the concepts of equation and function that will be applied in the Physics Chemistry subject I from the Chemistry Graduation Course at the UFPel. For that, Ausubel concept of meaningful learning, conceptual maps and the “V” epistemology were used as theoretical background. Besides, the mathematical concepts of equation and function applied to Chemistry were considered and also the analysis and the research of computational tools available on the internet and their characteristics related to the applicability in the teaching area. During the construction period of this research, some pre tests with the students were applied with the purpose of identifying the subsumers as well as the elaboration of the conceptual maps about the mathematical knowledge needed for the subject, mainly for the ideal gas equation. The results were analyzed and they allowed the development of a learning virtual object which privileges the use of mathematical equations and functions inside Chemistry The virtual object allows the student to get into the interaction process searching the development of his learning process as well as elements which promote the interdisciplinarity between Mathematics and Chemistry. Interdisciplinarity will privilege the applicability of mathematical concepts in the Ideal Gas Equation, mainly in the Physics Chemistry Subject I.
APA, Harvard, Vancouver, ISO, and other styles
39

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.

Full text
Abstract:
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). Afin d’implémenter ce modèle, nous proposons d’utiliser MASCARET (Multi-Agent System for Collaborative, Adaptive & Realistic Environments for Training) comme modèle d’Environnement Virtuel Intelligent (EVI) afin de représenter la base de connaissances des agents, et de modéliser la sémantique de l’environnement virtuel et des activités des utilisateurs. Afin de formaliser l’intention des agents, nous implémentons un module cognitif dans MASCARET inspiré par l’architecture BDI (Belief-Desire-Intention) qui nous permet de générer des intentions de haut-niveau pour les agents. Dans notre modèle, ces agents sont représentés par des Agents Conversationnels Animés (ACA), qui sont basés sur la plateforme SAIBA (Situation, Agent, Intention, Behavior, Animation). Les agents conversationnels de l’environnement ont des intentions communicatives qui sont transmises à l’utilisateur via des canaux de communication naturels, notamment les actes communicatifs et les comportements verbaux et non-verbaux. Afin d’évaluer notre modèle, nous l’implémentons dans un scénario pédagogique concret pour l’apprentissage des procédures d’analyse de sang dans un laboratoire biomédical. Nous utilisons cette application afin de réaliser une expérimentation et une étude pour valider les propositions de notre modèle. L’hypothèse de notre étude est de supposer que la présence d’un ACA dans un Environnement Virtuel (EV) améliore la performance du processus d’apprentissage (ou qu’au moins, ça ne le dégrade pas) dans le contexte de l’apprentissage d’une procédure spécifique. La performance de l’utilisateur est représentée par le temps requis pour l’exécution de la procédure, le nombre d’erreurs commises et le nombre de demande d’assistance. Nous analysons les résultats de cette évaluation, ce qui confirme partiellement l’hypothèse de l’expérience et affirme que la présence de l’ACA dans l’EV ne dégrade pas la performance de l’apprenant dans le contexte de l’apprentissage d’une procédure
Virtual Reality plays a major role in developing new educational methodologies, and allows to develop virtual environments for learning where intelligent virtual agents play the role of tutors. These agents are expected to help human users to learn and apply domain-specific procedures with predefined learning outcomes. We work on building a real-time system able to sustain natural interaction with the user in a Virtual Learning Environment (VLE). To implement this model, we propose to use the Multi-Agent System for Collaborative, Adaptive & Realistic Environments for Training (MASCARET) as an Intelligent Virtual Environment (IVE) model that provides the knowledge base to the agents and model the semantic of the virtual environment and user’s activities. To formalize the intention of the agents, we implement a cognitive module within MASCARET inspired by BDI (Belief-Desire-Intention) architecture that permits us to generate high-level intentions for the agents. Furthermore, we integrate Embodied Conversational Agents (ECA), which are based on the SAIBA (Situation, Agent, Intention, Behavior, Animation) framework. The embodied agents of the environment have communicative intentions that are transmitted to the user through natural communication channels, namely the verbal and non-verbal communicative acts and behaviors of the ECAs. To evaluate our model, we implement it in a concrete pedagogical scenario for learning blood analysis procedures in a biomedical laboratory. We use this application to settle an experiment to validate the propositions of our model. The hypothesis of this experiment is to assume that the presence of anECA in a Virtual Environment (VE) enhances the learning performance (or at least does not degrade it) in the context of a learning procedure. The performance is represented by the time of execution, the number of committed errors and the number of requests for assistance. We analyze the results of this evaluation, which partially confirms the hypothesis of the experiment and assure that having an ECA in the VLE does not degrade the performance of the learner in the context of a learning procedure
APA, Harvard, Vancouver, ISO, and other styles
40

Peters, Kevin Christopher. "TOUCHSPICE: PHYSICAL-VIRTUAL CIRCUIT EMULATOR." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/769.

Full text
Abstract:
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 simulation that mimics the laboratory experience. In touchSPICE, touchscreen devices act as circuit nodes that communicate with immediate neighbors using physical wires. Additionally, the nodes communicate wirelessly with a host computer, running a customized version of SPICE. Data is aggregated on the host computer and plotted in real-time. Changes in configuration of the nodes (component types and values), are then reflected on the host computer’s display. The efficacy of touchSPICE as a learning tool was evaluated by using anonymous surveys from 20 subjects including a pretest, followed by an interactive session with touchSPICE, and a follow-up posttest. Results collected showed that with a few changes to improve the responsiveness of the touchscreen, touchSPICE may be an effective method for teaching circuit theory. Additionally, users enjoyed the quick configuration time that touchSPICE provided, and felt that the real-time feedback of touchSPICE helped support understanding of how circuits operate.
APA, Harvard, Vancouver, ISO, and other styles
41

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/.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
42

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.

Full text
Abstract:
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 a virtual object, focusing particularly on stiffness. This might be of relevance for the rehabilitation field, as Virtual Reality and Haptic feedback allows fully controlled interactions and monitoring of subjects’ performances and also to specifically scrutinize how movement and force feedback influence our perception of the virtual environment. In order to set up the virtual environment, CHAI 3D is used, which is an open source set of C++ libraries for computer haptics, visualization and interactive real-time simulation [2].
Avsikten med denna rapport är att beskriva utvecklingen av en virtuell miljö för att med hjälp av en haptisk utrustning (Omega 7) studera och analysera kraftåterkoppling under varierande dynamiska förhållanden. Haptisk återkoppling från virtuella objekt har utvecklats för detta ändamål. Målet med projektet är att med hjälp av utvecklat system genomföra experiment för att studera hur försökspersoner kan hantera bristande överensstämmelse mellan visuell och proprioceptiv återkoppling. Studien avser också kognitiv karaktärisering av mänsklig interaktion med ett virtuellt objekt, speciellt med fokus på objektets styvhet. Detta bedöms vara relevant inom rehabiliteringsområdet eftersom en virtuell verklighet i kombination med haptisk återkoppling möjliggör full kontroll över, och registrering av, hur interaktionen sker. Av speciellt intresse är att studera hur rörelse i, och kraftåterkoppling från den virtuella miljön påverkar vår upplevelse av densamma. För utveckling av den virtuella miljön har CHAI 3D använts. CHAI 3D är ett C++ bibliotek med öppen källkod avsedd för realtidssimulering av haptisk återkoppling och visualisering.
APA, Harvard, Vancouver, ISO, and other styles
43

Tramberend, Henrik. "Avocado: a distributed virtual environment framework." [S.l. : s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=967442222.

Full text
APA, Harvard, Vancouver, ISO, and other styles
44

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
45

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

Full text
Abstract:
Approved for public release; distribution is unlimited
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 entities. Secondly, amphibious ship and landing craft models were developed incorporating a simple hydrodynamic models for use with the LPD-17 and Landing Craft Air Cushion (LCAC) vehicles. Finally, real time collision detection was implemented to ensure realistic interaction between all entities. The result is a stand alone, 3-D, virtual environment (VE) which simulates landing craft embarkation operations between a mother ship (LPD-17 class) and an LCAC, and allows embarked entities to walk through the 50,000 polygon LPD model in real time (7-15 frames per second). The simulation is further enhanced by realistic wave response, based on the Pierson-Moskowitz spectrum, by all ocean borne vehicles. Lastly, the use of the high level EasyScene 3.0 API allowed the application to be written in approximately 30 percent few lines of code than otherwise possible
APA, Harvard, Vancouver, ISO, and other styles
46

Reynolds, James V., and Craig L. Smith. "Virtual environment training on mobile devices." Thesis, Monterey, California: Naval Postgraduate School, 2013. http://hdl.handle.net/10945/37700.

Full text
Abstract:
Approved for public release; distribution is unlimited
Over 100 million tablet computers have been sold in the last three years. They now have the computing power of a state-of-the-art laptop of just a few years ago. This computing power and market saturation allows them to become viable virtual environment (VE) trainers. Tablets have a different set of input modalities and user expectations, which need to be taken into careful consideration when a VE trainer is designed. The authors developed a VE call for fire (CFF) trainer and explored the processes necessary to make it successful. In order to utilize tablet hardware to its full potential, the authors devised the Window to the World (W2W) paradigm as it applies to a mobile device. The authors tablet CFF trainer, Supporting Arms TrainerMobile (SAT-M), was compared to the Marine Corps current laptop CFF system, ObserverSim. Despite being in early development, participants with and without CFF experience overwhelmingly preferred SAT-M (p=0.002). Reasons included the ability of W2W to mimic real world physical motion, an easier to use interface, and a decrease in extraneous cognitive load.
APA, Harvard, Vancouver, ISO, and other styles
47

Maddox, Winston H. "Adapting to a Virtual Learning Environment." Antioch University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1429557429.

Full text
APA, Harvard, Vancouver, ISO, and other styles
48

Miller, John. "Distributed virtual environment scalability and security." Thesis, University of Cambridge, 2011. https://www.repository.cam.ac.uk/handle/1810/241109.

Full text
Abstract:
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 match WoW's workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today's consumers, regardless of its overhead. Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption. A trusted auditing system ('Carbon') is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE's risk tolerance. Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals. Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead.
APA, Harvard, Vancouver, ISO, and other styles
49

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.

Full text
Abstract:
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 micro code all the way up to interpreting a high level implementation on top of a profound software stack. This thesis entails a virtual environment running a MIPS pipeline, although the simulator is implemented in the high level language C, it executes simulation at the fairly low level of assembler code. When provided with a user specied conguration le, the environment allows simulation of MIPS assembler programs, through the CPU, via interconnecting buses, ending at the level of virtual memory.
APA, Harvard, Vancouver, ISO, and other styles
50

Arapan, Sergiu. "Understanding Physical Reality via Virtual Experiments." Doctoral thesis, Uppsala universitet, Institutionen för fysik och materialvetenskap, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-9314.

Full text
Abstract:
In this thesis I have studied some problems of condensed matter at high pressures and temperatures by means of numerical simulations based on Density Functional Theory (DFT). The stability of MgCO3 and CaCO3 carbonates at the Earth's mantle conditions may play an important role in the global carbon cycle through the subduction of the oceanic crust. By performing ab initio electronic structure calculations, we observed a new high-pressure phase transition within the Pmcn structure of CaCO3. This transformation is characterized by the change of the sp-hybridization state of carbon atom and indicates a change to a new crystal-chemical regime. By performing ab initio Molecular Dynamics simulations we show the new phase to be stable at 250 GPa and 1000K. Thus, the formation of sp3 hybridized bonds in carbonates can explain the stability of MaCO3 and CaCO3 at pressures corresponding to the Earth's lower mantle conditions. We have also calculated phase transition sequence in CaCO3, SrCO3 and BaCO3, and have found that, despite the fact that these carbonates are isostructural and undergo the same type of aragonite to post-aragonite transition, their phase transformation sequences are different at high pressures. The continuous improvement of the high-pressure technique led to the discovery of new composite structures at high pressures and complex phases of many elements in the periodic table have been determined as composite host-guest incommensurate structures. We propose a procedure to accurately describe the structural parameters of an incommensurate phase using ab initio methods by approximating it with a set of analogous commensurate supercells and exploiting the fact that the total energy of the system is a function of structural parameters. By applying this method to the Sc-II phase, we have determined the incommensurate ratio, lattice parameters and Wyckoff positions of Sc-II in excellent agreement with the available experimental data. Moreover, we predict the occurrence of an incommensurate high-pressure phase in Ca from first-principle calculations within this approach. The implementation of DFT in modern electronic structure calculation methods proved to be very successful in predicting the physical properties of a solid at low temperature. One can rigorously describe the thermodynamics of a crystal via the collective excitation of the ionic lattice, and the ab initio calculations give an accurate phonon spectra in the quasi-harmonic approximation. Recently an elegant method to calculate phonon spectra at finite temperature in a self-consistent way by using first principles methods has been developed. Within the framework of self-consistent ab initio lattice dynamics approach (SCAILD) it is possible to reproduce the observed stable phonon spectra of high-temperature bcc phase of Ti, Zr and Hf with a good accuracy. We show that this method gives also a good description of the thermodynamics of hcp and bcc phases of Ti, Zr and Hf at high temperatures, and we provide a procedure for the correct estimation of the hcp to bcc phase transition temperature.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography