Dissertations / Theses on the topic 'Shared virtual environments'

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1

Kotziampasis, Ioannis. "Seamlessly integrated distributed shared virtual environments." Thesis, University of Bristol, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.396710.

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2

Godfrey, Andrew. "Distributed shared memory for virtual environments." Master's thesis, University of Cape Town, 1997. http://hdl.handle.net/11427/9516.

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Bibliography: leaves 71-77.
This work investigated making virtual environments easier to program, by designing a suitable distributed shared memory system. To be usable, the system must keep latency to a minimum, as virtual environments are very sensitive to it. The resulting design is push-based and non-consistent. Another requirement is that the system should be scaleable, over large distances and over large numbers of participants. The latter is hard to achieve with current network protocols, and a proposal was made for a more scaleable multicast addressing system than is used in the Internet protocol. Two sample virtual environments were developed to test the ease-of-use of the system. This showed that the basic concept is sound, but that more support is needed. The next step should be to extend the language and add compiler support, which will enhance ease-of-use and allow numerous optimisations. This can be improved further by providing system-supported containers.
3

Hamza-Lup, Felix George. "DYNAMIC SHARED STATE MAINTENANCE IN DISTRIBUTED VIRTUAL ENVIRONMENTS." Doctoral diss., University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4407.

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Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. In a distributed interactive VE the dynamic shared state represents the changing information that multiple machines must maintain about the shared virtual components. One of the challenges in such environments is maintaining a consistent view of the dynamic shared state in the presence of inevitable network latency and jitter. A consistent view of the shared scene will significantly increase the sense of presence among participants and facilitate their interactive collaboration. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model. A review of the literature illustrates that the techniques for consistency maintenance in distributed Virtual Reality (VR) environments can be roughly grouped into three categories: centralized information management, prediction through dead reckoning algorithms, and frequent state regeneration. Additional resource management methods can be applied across these techniques for shared state consistency improvement. Some of these techniques are related to the systems infrastructure, others are related to the human nature of the participants (e.g., human perceptual limitations, area of interest management, and visual and temporal perception). An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for sensor-based distributed VE that has the potential to improve the system real-time behavior and scalability.
Ph.D.
School of Computer Science;
Engineering and Computer Science;
Engineering and Computer Science
4

Walch, Jamie Peter. "Interaction management in large-scale shared virtual environments." Thesis, University of Cambridge, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616211.

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5

Sankaranarayanan, Ganesh. "Virtual coupling schemes for position coherency in networked haptic virtual environments /." Thesis, Connect to this title online; UW restricted, 2007. http://hdl.handle.net/1773/5929.

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6

Wolff, Robin. "Supporting closely coupled collaboration around shared objects in immersive virtual environments." Thesis, University of Salford, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492406.

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Tele-collaboration technology, such as video-conferencing and shared desktop systems, is commonly used to enable communication and data sharing across a group of people in distant locations. This thesis argues that, as of today, linking immersive Virtual Reality (VR) interfaces over a Collaborative Virtual Environment (CVE) provides the closest resemblance of co-location, as remote people and shared objects are brought together within a shared spatial and social context.
7

Lin, Jeng-Weei James. "Enhancement of user-experiences in immersive virtual environments that employ wide-field displays /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/10680.

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8

Kim, Young Jun. "An integrated approach to combine computer-based training (CBT) and immersive training (ImT) for mechanical assembly." Online access for everyone, 2007. http://www.dissertations.wsu.edu/Dissertations/Spring2007/y_kim_050207.pdf.

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9

Feliciano, Clayton Mendonça. "Ambientes de realidade virtual: novas possibilidades." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21116.

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Virtual reality (VR) and the forms of interactions with this environment have evolved and advanced a great deal in recent decades. Parallel to the advance of the creation and modeling of three-dimensional (3D) environments, new possibilities arise. Assuming that the virtual environment allows creating scenarios with details and architectural richness, the proposal of this work is focused on the development of a 3D environment and its application in the Web environment, having as object of study the Square Sé, Sao Paulo City. Bibliographical surveys were made to aggregate historical and cultural knowledge, as well as visits in locus for creation of the photographic collection and three-dimensional virtual development. The elaboration of the virtual scenario was made using Sketchup and Unity3D modeling software. Within what was proposed, both the modeling part and the integration part of the Web environment were successful
A realidade virtual (RV) e as formas de interações com este ambiente evoluíram e avançaram muito nas últimas décadas. Paralelamente ao avanço da criação e modelagem de ambientes tridimensionais (3D), novas possibilidades surgem. Partindo do princípio que o ambiente virtual permite (re)criar cenários com detalhes e riquezas arquitetônicas, a proposta deste trabalho está voltada ao desenvolvimento de ambiente 3D e sua aplicação no ambiente Web, tendo como objeto de estudo a Praça da Sé, ponto turístico da cidade de São Paulo. Levantamentos bibliográficos foram feitos para agregar conhecimento histórico e cultural, visitas in locus para criação do acervo fotográfico e desenvolvimento virtual tridimensional. A elaboração do cenário virtual foi feita por meio de softwares de modelagem Sketchup e Unity3D. Dentro do que foi proposto obteve-se sucesso tanto na parte de modelagem quanto na parte de integração ao ambiente Web
10

Chang, Francis. "Towards Constructing Interactive Virtual Worlds." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.

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Networked virtual reality environments including virtual worlds devoted to entertainment, online socializing and remote collaboration have grown in popularity with the rise of commercially available consumer graphics hardware and the growing ubiquity of the Internet. These virtual worlds are typified by a persistent simulated three-dimensional space that communicates over a computer network, where users interact with the environment and each other through digital avatars. Development of these virtual worlds challenges the limits of the networking infrastructure, 3D streaming graphics techniques, and the distributed computing design of the virtual world systems that manages the simulation. In this dissertation, we explore solutions to different aspects of the overall problem of developing a general purpose, networked virtual environment, focusing on the networking and software system issues. Specifically, we show how to improve the networking infrastructure to better support the high packet-rate traffic that is typical of virtual worlds, efficiently stream terrain data for remote rendering, and construct a dynamically adaptive distributed systems framework suitable for virtual world simulations.
11

Mandla, Siyabulela. "Second life: a support teaching methodology for entrepreneurship." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1019728.

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The constant evolution of technology and the prevalent demands of the 21st century continue to put pressure on both the business and education sector. Business is ever looking for competent workers to meet these progressive demands, while the education sector continues to struggle to produce such competent workers to meet the heightened needs of the business sector. Universities and business schools have a greater role and responsibility in ensuring that these competent employees are produced. The use of virtual platforms like Second Life has gained significant popularity in the education sector. Therefore the objective of this study was to explore and examine some of the prevalent benefits associated with using Second life for teaching entrepreneurship. This study was also extended to cover the following areas: The benefits of Second Life for business and education sector; - The benefits of Second Life for teaching and learning environment. The study followed an exploratory research design in an attempt to answer the main research question and the respective sub-questions related to the study. Using a qualitative approach, student’s perceptions, opinions, assumptions, observations and experiences during their interaction with Second Life were identified and reflected in the study. The research discovered that the associated benefits of Second Life were coherent with the reviewed literature findings. The research study concluded that Second Life can be used as a support teaching methodology for entrepreneurship for third year MBA students at NMMU Business School. In addition, the research also highlighted some recommendations regarding the introduction and implementation of Second Life at NMMU Business School and future research opportunities.
12

Rysavy, Wayne Erik. "Virtually there : social structure over time and space /." [Boise, Idaho] : Boise State University, 2009. http://scholarworks.boisestate.edu/td/62/.

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13

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

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14

Rodrigues, Felipe Antunes de Oliveira. "Áudio, imersão e presença em jogos digitais." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21669.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This dissertation has the objective of analyzing the experience of immersive audio in digital games, as perceived by the player as a listener and agent in the soundscape of virtual reality. The first chapter seeks to briefly examine and define the concepts of immersion and presence, in order to allow a deeper study of immersive audio to be possible. It also presents considerations about the coupling devices through which immersion in digital games is possible, in particular headphones, so common in the gamer routine. The second chapter is dedicated to the analysis of sound elements found in the virtual reality of digital games through the crossing of concepts and theories by authors such as Schafer, Meneguette, Huiberts, Droumeva among others. By doing so it seeks a comprehensive understanding of what can typically be heard in this medium in order to stimulate the immersive experience. The chapter also deals with problems and solutions that might interfere in the immersion in positive or negative ways, in order to clarify the relevance of the minutiae with respect to immersive audio. The third chapter approaches the subject from another angle, seeking an understanding of how the immersive experience of audio em digital games presents itself to the player. Next, analysis of of the game can hear the soundscape in the game are made. At the end of the chapter the concepts are reviewed, aiming to presenting an understanding of how the player is given the immersive experience of audio in digital games. The fourth and last chapter consists of a case study, in order to demonstrate, in a practical way, the immersive experience of audio studied so far
Esta dissertação tem como objetivo a análise da experiência do áudio imersivo em jogos digitais, como percebida pelo jogador enquanto ouvinte e agente na paisagem sonora da realidade virtual. O primeiro capítulo busca examinar e definir brevemente os conceitos de imersão e presença, de forma a permitir que um estudo mais aprofundado sobre o áudio imersivo seja possível. Também apresenta considerações sobre aparatos de acoplamento através dos quais a imersão em jogos digitais é possível, em particular os fones de ouvido, tão comuns na rotina gamer. O segundo capítulo é dedicado a análise dos elementos sonoros encontrados na realidade virtual dos jogos digitais através do cruzamento de conceitos de teorias de autores como Schafer, Meneguette, Huiberts, Droumeva entre outros. Busca-se assim um entendimento abrangente daquilo que tipicamente pode ser ouvido nessa mídia de forma a estimular a experiência imersiva. O capítulo também trata de problemas e soluções que possam interferir na imersão de forma positiva ou negativa, de forma a clarificar a relevância das minúcias no que diz respeito ao áudio imersivo. O terceiro capítulo aborda o assunto de outro ângulo, buscando um entendimento das formas como o áudio é apresentado ao jogador através de convenções e escolhas de design. Em seguida são feitas análises das diferentes formas como o jogador pode ouvir a paisagem sonora do jogo. Ao fim do capítulo são revisados os conceitos estudados, visando apresentar um entendimento de como se dá para o jogador a experiência imersiva do áudio em jogos digitais. O quarto e último capítulo consiste em um estudo de caso, com a finalidade de demonstrar, de forma prática, a experiência imersiva do áudio, estudada até então
15

Nguyen, Thi Thuong Huyen. "Proposition of new metaphors and techniques for 3D interaction and navigation preserving immersion and facilitating collaboration between distant users." Thesis, Rennes, INSA, 2014. http://www.theses.fr/2014ISAR0031/document.

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Les développements récents de la réalité virtuelle font du travail collaboratif assisté par ordinateur un outil prometteur et flexible. Il est en effet aujourd’hui possible, de représenter les données ainsi que les utilisateurs eux-mêmes de manière vivante dans les environnements virtuels collaboratifs (EVC). Les EVC se définissent comme des mondes virtuels distribués, générés par ordinateur, dans lesquels les utilisateurs peuvent se rencontrer, communiquer et interagir entre eux, mais aussi avec des données et des objets 3D. Les utilisateurs peuvent être éloignés physiquement, parler des langues différentes et utiliser des systèmes informatiques hétérogènes tout en collaborant malgré tout au sein d’un EVC. L’objectif principal des EVC est de proposer une collaboration fluide entre plusieurs utilisateurs. Ceci implique de prendre en charge un nombre considérable d’échanges, de communications et de négociations mais également de permettre des activités collaboratives. Par ailleurs, il est nécessaire de proposer des techniques d’interaction ainsi que des moyens pour bien prendre conscience de tout ce qui se passe dans l’environnement. Afin de préserver ces différents aspects dans la conception des EVC, nous nous intéressons à quatre facteurs essentiels : l’immersion, la conscience, la communication et l’intuitivité. Ces facteurs sont déterminants pour le succès des systèmes virtuels collaboratifs. En tenant compte des quatre facteurs cités cidessus, nous proposons et évaluons de nouvelles métaphores pour la navigation et la manipulation afin d’améliorer et d’enrichir les techniques d’interactions dans les EVC. Premièrement, nous proposons et évaluons un ensemble de trois métaphores de navigation pour explorer un environnement à plusieurs : indiquer un chemin en dessinant des flèches, illuminer un chemin à suivre et orienter une boussole pour montrer une direction. Ces métaphores peuvent être implémentées dynamiquement et utilisées directement dans n’importe quels environnements. Nos résultats révèlent que ces métaphores de navigation réduisent considérablement le temps passé à chercher un chemin dans des contextes d’exploration collaborative. Par ailleurs, nous avons développé une technique de manipulation directe dédiée aux environnements virtuels immersifs. Cette technique, qui utilise sept points de contrôle, affranchit l’utilisateur de plusieurs difficultés souvent rencontrées telles que le tremblement de la main ou l’effet Heisenberg lors de la manipulation d’objets 3D dans un système de projection immersive. En réduisant le nombre de degrés de liberté de l’objet manipulé à l’aide de point de contrôle, notre technique permet à l’utilisateur de contrôler partiellement l’objet, rendant ainsi la manipulation d’objets volumineux plus aisée. Enfin, nous avons implémenté et évalué deux métaphores d'interaction dans une application de conception et d'aménagement de poste de travail industriel. En tenant compte des quatre facteurs cités ci-dessus, nous avons implémenté une application de conception de poste de travail pour trois principaux types d'utilisateurs : un utilisateur final, un ingénieur et un expert en ergonomie. Afin d'avoir un niveau d'immersion optimal et des interactions naturelles entre des utilisateurs, nous avons implémenté une configuration de système asymétrique pour chaque utilisateur. Chacun pouvait utiliser quelque métaphores de communication implicites qui étaient simples, naturelles, et pertinentes dans notre contexte collaborative
Recent progress of the virtual reality technology gives the computer supported collaborative work a potential and flexible tool of vividly representing data as well as users themselves in collaborative virtual environments. Collaborative virtual environments have been defined as computer-based, distributed virtual worlds in which people can meet, communicate and interact with others, with data and 3D objects. People may be geometrically far from each other, speak different languages and use heterogeneous computer systems. The ultimate goal in developing collaborative virtual environments is to support a smooth collaboration between multiple users which involves considerable communication and negotiation, cooperative and collaborative activities, interaction techniques, and awareness process. Considering these aspects into the design of a collaborative virtual environment, we are interested in four main factors, including immersion, awareness, communication and naturalness. These factors greatly determine the success of a collaborative virtual system. From the need of improving and completing interaction techniques in CVEs considering the four preceding factors, in this research we propose and evaluate new metaphors for 3D navigation and manipulation techniques. The first contribution of this research is to propose and evaluate a set of three navigation metaphors in a collaborative exploration context, including drawing directional arrows, lighting up path to follow, and orientating a compass to show a direction. These navigation metaphors can be dynamically implemented and used without constraints in any 3D virtual environments. The empirical result of our experiment revealed that these navigation metaphors considerably reduced wasted time in a wayfinding task of a collaborative exploring scenario. We have developed, in the second part of this research, a direct manipulation technique in immersive virtual environments. This manipulation technique deals with some difficulties the user often encounters such as hand jitter or Heisenberg effects while manipulating 3D objects in immersive projection systems. By dividing the number of degrees of freedom of the manipulated object into each handle of our tool, our technique enables a user to partially control the object, making the manipulation of large objects easier in immersive virtual environments. The last contribution of this research is the implementation and evaluation of two interaction metaphors in a digital mock-up application. Taking into account the four factors including immersion, awareness, communication and naturalness, we have built a workstation design application for three main users: an end-user, a design engineer and an ergonomics expert. In order to have an optimal immersion for the whole application and natural interaction between them, we have implemented an asymmetric system setup at each user's site. Each user could use some implicit communication metaphors which were simple, natural and still relevant in our collaborative context
16

Schuwerk, Clemens [Verfasser], Eckehard [Akademischer Betreuer] [Gutachter] Steinbach, and Subhasis [Gutachter] Chaudhuri. "Client/Server-Based Shared Haptic Virtual Environments: Perceptual Data Reduction, Communication, and Delay Compensation / Clemens Schuwerk ; Gutachter: Subhasis Chaudhuri, Eckehard Steinbach ; Betreuer: Eckehard Steinbach." München : Universitätsbibliothek der TU München, 2016. http://d-nb.info/1125018208/34.

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17

Perera, Galhenage Indika Udaya Shantha. "An evaluation of user support strategies for managed learning in a multi user virtual environment." Thesis, University of St Andrews, 2013. http://hdl.handle.net/10023/4049.

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The management of online learning environments so that they are effective and efficient presents a significant challenge for institutions and lecturers due to the complexity of requirements in the learning and teaching domain. The use of 3D Multi User Virtual Environments (MUVEs) for education introduces a novel set of management challenges. MUVEs were designed to cater for entertainment and commercial needs and as such do not intrinsically support managed learning. When MUVEs are used for educational purposes, forming 3D Multi User Learning Environments (MULEs), user support for learning management becomes an important factor. This thesis highlights the importance of managed learning in MULEs. It proposes a coordinated approach which accommodates the existing education institutional infrastructure. The research has focused on two very widely used and closely compatible MUVEs, Second Life (SL) and OpenSim. The thesis presents system and user studies that have been carried out on these selected MUVEs. The findings reveal the challenges that academics and students can experience if they do not have sufficient knowhow to manage learning activities in SL/OpenSim. User guidance and training tools were then developed for supporting learning management strategies in the context of SL/OpenSim and demonstrated in exemplar use-case scenarios. The user support models and tools which were developed have been extensively evaluated for their usability and educational value using diverse participant groups. The results validate the efficacy of these contributions, defending the research thesis. These contributions can be used in future research on managing MUVE supported education.
18

Dow, Steven P. "Understanding user engagement in immersive and interactive stories." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26468.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2009.
Committee Chair: MacIntyre, Blair; Committee Member: Bolter, Jay; Committee Member: Guzdial, Mark; Committee Member: Mateas, Michael; Committee Member: Mynatt, Elizabeth. Part of the SMARTech Electronic Thesis and Dissertation Collection.
19

Roberts, David L. "Computational techniques for reasoning about and shaping player experiences in interactive narratives." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33910.

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Interactive narratives are marked by two characteristics: 1) a space of player interactions, some subset of which are specified as aesthetic goals for the system; and 2) the affordance for players to express self-agency and have meaningful interactions. As a result, players are (often unknowing) participants in the creation of the experience. They cannot be assumed to be cooperative, nor adversarial. Thus, we must provide paradigms to designers that enable them to work with players to co-create experiences without transferring the system's goals (specified by authors) to players and without systems having a model of players' behaviors. This dissertation formalizes compact representations and efficient algorithms that enable computer systems to represent, reason about, and shape player experiences in interactive narratives. Early work on interactive narratives relied heavily on "script-and-trigger" systems, requiring sizable engineering efforts from designers to provide concrete instructions for when and how systems can modify an environment to provide a narrative experience for players. While there have been advances in techniques for representing and reasoning about narratives at an abstract level that automate the trigger side of script-and-trigger systems, few techniques have reduced the need for scripting system adaptations or reconfigurations---one of the contributions of this dissertation. We first describe a decomposition of the design process for interactive narrative into three technical problems: goal selection, action/plan selection/generation, and action/plan refinement. This decomposition allows techniques to be developed for reasoning about the complete implementation of an interactive narrative. We then describe representational and algorithmic solutions to these problems: a Markov Decision Process-based formalism for goal selection, a schema-based planning architecture using theories of influence from social psychology for action/plan selection/generation, and a natural language-based template system for action/plan refinement. To evaluate these techniques, we conduct simulation experiments and human subjects experiments in an interactive story. Using these techniques realizes the following three goals: 1) efficient algorithmic support for authoring interactive narratives; 2) design a paradigm for AI systems to reason and act to shape player experiences based on author-specified aesthetic goals; and 3) accomplish (1) and (2) with players feeling more engaged and without perceiving a decrease in self-agency.
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Oliveira, Neto Célio Pereira. "Trabalho em ambiente virtual: causas, efeitos e conformação." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/20883.

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The first industrial revolutions shifted the pace of life. Men were taken out of their homes and brought inside factory. Likewise, society revolved around opening hours, as everything was schedule by it. From class hours in working schools to the exact duration of every repetitive task, just as the Fordist model dictates. However, the third industrial revolution introduced technology, automation and robotics, giving rise to the information society. This new configuration requires a different industrial model – the Toyota production system, which is founded on a more collaborative labor structure. In addition to communication technology and informatics, workers are now allowed to a decentralized less hierarchical model. Consequently, whilst traditional contractual molds required the physical presence of workers inside the factory, it is now possible to admit remote working. The incipient fourth industrial revolution combines digital, physical and biological technology, increasing the stride of our livelihood. As a result, our society has become a full time connected network, from which is difficult to unplug. As well, the exposition on social network and other forms of virtual communication has generated conflicts on work relations, mostly when there is abuse of rights of one the parts. It is right that should serve humankind. Observing this premise, this work has scope to take advantage of the best of innovations for the benefit of man, aiming the setting of fundamental rights and extension of very personal rights, as the approach with the family nucleus, conforming rights when these are in collision
As primeiras revoluções industriais tiraram o homem de suas casas, e o levaram para dentro da fábrica, que passou a ditar o ritmo de vida. A sociedade girava em conformidade com o relógio da fábrica, e tudo funcionava de forma demarcada, desde os horários da escola que preparava mão de obra para a fábrica, até o tempo certo para realização de cada enfadonho e repetitivo movimento na produção sob a ótica Fordista. Ocorre que a Terceira Revolução Industrial introduziu a informática, a automação e a robótica dando origem à construção da sociedade da informação. Junto com ela, o fordismo perde espaço para o Toyotismo, tornando o trabalhador mais participativo. Ao final da Terceira Revolução Industrial, com as novas tecnologias, aperfeiçoa-se um novo modelo de trabalhador onde a hierarquia é mitigada, gerando maior autonomia na execução da atividade. Tal fato combinado com as tecnologias da comunicação e informática permitem a realização do trabalho descentralizado. Com efeito, enquanto os moldes contratuais tradicionais exigiam a presença física do empregado à sede da empresa, a tecnologia permite que o trabalho seja realizado à distância, trazendo benefícios aos empregados, empregadores e à sociedade. A incipente Quarta Revolução Industrial combina tecnologias digital, física e biológica, acelerando ainda mais a sociedade da informação, mudando o modo de viver, trabalhar e se relacionar. A sociedade funciona em rede, conectada full time, o que já impede o pleno desligamento do trabalho, prejudicando o direito ao lazer e descanso. Também as exposições nas redes sociais e outras formas de comunicação virtual têm gerado conflitos nas relações de trabalho, mormente quando há abuso de direito de uma das partes. É certo que a tecnologia deve servir ao homem. Observada tal premissa, este trabalho tem por escopo aproveitar o melhor das inovações em prol do homem, visando a concretização de direitos fundamentais e ampliação de direitos personalíssimos, como a aproximação com o núcleo familiar, conformando direitos quando em colisão
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Getchell, Kristoffer M. "Enabling exploratory learning through virtual fieldwork." Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/923.

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This dissertation presents a framework which supports a group-based exploratory approach to learning and integrates 3D gaming methods and technologies with an institutional learning environment. This provides learners with anytime-anywhere access to interactive learning materials, thereby supporting a self paced and personalised approach to learning. A simulation environment based on real world data has been developed, with a computer games methodology adopted as the means by which users are able to progress through the system. Within a virtual setting users, or groups of users, are faced with a series of dynamic challenges with which they engage until such time as they have shown a certain level of competence. Once a series of domain specific objectives have been met, users are able to progress forward to the next level of the simulation. Through the use of Internet and 3D visualisation technologies, an excavation simulator has been developed which provides the opportunity for students to engage in a virtual excavation project, applying their knowledge and reflecting on the outcomes of their decisions. The excavation simulator enhances the student learning experience by providing opportunities for students to engage with the archaeological excavation process in a customisable, virtual environment. Not only does this provide students with an opportunity to put some of the theories they are familiar with into practice, but it also allows for archaeology courses to place a greater emphasis on the practical application of knowledge that occurs during the excavation process. Laconia Acropolis Virtual Archaeology (LAVA) is a co-operative exploratory learning environment that addresses the need for students to engage with archaeological excavation scenarios. By leveraging the immersive nature of gaming technologies and 3D multi-user virtual environments (MUVEs), LAVA facilitates the adoption of exploratory learning practices in environments which have previously been inaccessible due to barriers of space, time or cost.
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Watson, Nicholas. "Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44898.

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This research considers how the culture of game developer Cyan Worlds influences the gameplay environment and the culture of fans in Myst Online: Uru Live. The game has gone through two commercial releases and in both cases it was cancelled after a short time. Fans have attempted to salvage the game by producing their own server software and content creation tools. Recently, Cyan released their own source code and development tools to the fan community, giving fans an official channel for creating new content. This work builds off of Pearce's (2009b) study of the culture of Uru players and emergent play, but adds the dimension of considering the culture of developers themselves. A primary goal of this study was to determine how the culture of a game developer like Cyan shapes the constraints of the designed "play ecosystem" (Pearce 2009b: 7), and how it shapes the processes by which fans can salvage aspects of the game to create new content. One finding is that the design of Uru's gameplay environment is rooted in the cultural practices, personal philosophical goals and individual personality traits of its developers. Fans were able to assert ownership over the Uru story-world and the means of production of new content by proactively applying technical and problem-solving skills--the same sorts of skills that players must apply to solving puzzles in Myst games. This fan action, coupled with Cyan's goal of making an open-ended world, has helped to propel the initiative to provide open-source tools for creating new content. When fans produce new content, they draw significantly from an existing shared cultural repertoire of cues and conventions. These conventions are supported both by the software affordances of the development environment and by cultural precedent--they are readily adapted to Myst-like narratives and are easily "read" by experienced players.
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Claude, Guillaume. "Séquencement d'actions en environnement virtuel collaboratif." Thesis, Rennes, INSA, 2016. http://www.theses.fr/2016ISAR0010/document.

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Nous nous intéressons au problème de la spécification du séquencement des actions dans un environnement virtuel collaboratif. Il s’agit de définir puis de contrôler ce qui peut ou doit se passer au cours de la simulation dans un contexte potentiellement multiutilisateur. Ceci passe, entre autres, par la spécification (puis l’exécution) d’un ensemble de scénarios possibles lors d’une session de simulation ainsi que par la distribution des actions réalisables entre les différents acteurs (réels ou virtuels) intervenant dans la simulation.Nous présentons #SEVEN, un modèle fondé sur les réseaux de Petri, permettant de décrire des agencements temporels et causaux des actions dans un environnement. #SEVEN est ensuite utilisé pour répondre aux problèmes de la spécification de l’ensemble des scénarios possibles et de la distribution des actions entre les acteurs. Les propriétés de #SEVEN en font un modèle capable de s’adapter facilement aux besoins de la spécification de scénarios notamment, car il permet de fournir différents niveaux de guidage. Il peut par exemple définir précisément les actions à réaliser et l’ordre qu’elles doivent avoir ou encore indiquer les changements d’état de l’environnement devant avoir lieu sans préciser les actions nécessaires. Ensuite, nous abordons le problème de la distribution des actions en proposant un modèle d’équipe permettant de modéliser les comportements et règles liés à l’organisation d’un groupe d’acteur. Ce modèle permet de faire évoluer les possibilités d’action offertes aux acteurs au cours de la simulation suivant leurs compétences, leur position dans l’équipe, les ressources auxquelles ils ont accès
We are interested in the problem of the specification of the sequencing of actions in collaborative virtual environments. It is about defining, then controlling what must or can occur during the simulation in a potentially multi-user context. It is done, partly by the specification (and the execution) of a set of possible scenarios during a simulation session, and partly by the distribution of the feasible actions between the different actors (reals or virtuals) in the simulation.We present #SEVEN, a Petri nets based model, allowing to describe causal and temporal sequencing of actions in an environment. #SEVEN is then used to answer to the problem of the specification of the possible scenarios and of the distribution of the actions between the actors. #SEVEN’s properties made it a model able to be adapted to the needs of the specification of scenarios, especially because it can provide different guidance levels. As an example, it can define precisely the actions that need to be performed or indicates the changes that must occur in the state of the environment without defining precisely the actions to perform. Then, we address the problem of the distribution of the actions from perspective of the role theory, proposing a team model allowing to model the behaviours and rules related to a group of actors. This model allows to make evolve the possibilities of actions offered to the actors during the simulation depending on their abilities, their position in the team or the resources they have access to
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Hornink, Gabriel Gerber. "Cartografando online = caminhos da informática na escola com professores que elaboram conhecimentos em formação contínua." [s.n.], 2010. http://repositorio.unicamp.br/jspui/handle/REPOSIP/287024.

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Orientador: Maurício Compiani
Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Geociências
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Resumo: Os avanços no desenvolvimento das tecnologias da informação e comunicação (TIC) trazem continuamente novas possibilidades de interações sociais online, incluindo uma grande variedade de ferramentas de mediação da comunicação (sítios, blogs, wikis, webconferência etc). Essas ferramentas possibilitam o crescente desenvolvimento de comunidades online, assim como de aplicativos para o desenvolvimento de tais comunidades. Nesse contexto, desenvolvem-se ambientes virtuais de ensino-aprendizagem e trabalho colaborativo online com ferramentas que podem potencializar projetos de formação continuada de professores, seja no aspecto da formação ou na gestão dos trabalhos. Com essa perspectiva, utilizaram-se ferramentas computacionais online durante o projeto Ribeirão Anhumas na Escola, realizado em parceria entre Institutos de ensino, pesquisa e escolas públicas no município de Campinas-SP, com apoio da Fapesp e Petrobras, iniciado em fevereiro de 2007. Esse projeto teve como eixo integrador os problemas ambientais de Campinas-SP e a construção de conhecimentos escolares. Dentre as TCIs, destacou-se o uso do ambiente virtual TelEduc, por meio do qual ocorreram trocas de mensagens via correio, discussões em fórum, além da documentação de todo o projeto, organizada por meio das ferramentas do ambiente: atividades, materiais de apoio e portfólios individuais e de grupo. Nesse trabalho buscou-se cartografar os caminhos de uso dessas TICs, visando compreender como potencializaram a construção de conhecimentos escolares e o trabalho colaborativo, apresentando uma visão geral do uso do ambiente virtual. Fez-se a análise detalhadas do uso das TICs a partir de um recorte de uma das atividades construídas por um dos grupos de professores. Para análise da atividade escolhida, optou-se pela ação mediada como eixo norteador e desenvolveu-se uma proposta de organização das mensagens do fórum, com conexões para outras interações mediadas (correio e encontros presenciais), objetivando o desenvolvimento de uma representação gráfica que possibilita a análise integrada da ação mediada, com foco na visão micro e buscando algumas relações com a macro. A partir das observações e análises das atividades desenvolvidas, apresentam-se algumas reflexões e possibilidades de outras formas de utilização das TICs que potencializem o uso das ferramentas computacionais em projetos, como o apresentado nesse trabalho. Sobre o uso do TelEduc, o trabalho indicou contribuições significativas para a construção dos saberes escolares, assim como indícios das TICs mediando a ação dos grupos e potencializando o trabalho colaborativo
Abstract: Advances in information and communication technology (ICT) continually bring new possibilities for online social interaction, including a wide variety of tools to mediate communication (websites, blogs, wikis, webconferencing). These tools enable the increasing growth of online communities, as well as applications for the communities development. In this context, it develops virtual environments for online teaching and learning, and collaborative work, which are tools that, among other possibilities, can leverage continued education programs for teachers, whether in the formation or management of the work. With this perspective, online computational tools were used for the project "Ribeirão Anhumas in the School". This project held in partnership along with educational institutes, research institute and public schools from Campinas-SP , with financial support of FAPESP and Petrobras (since February 2007). This project works the environmental problems from the city of Campinas-SP as integrator axis and the construction of school knowledge. Among the ICT, show up the use of virtual environment TelEduc, through which there were messages by mail, discussion forum, besides the documentation of the entire project, organized by the tools of TelEduc: activities; support materials; individual and group portfolios. In this study a mapping was made the way of ICT use, to comprehend how to leverage the construction of school knowledge and collaborative works, presenting an overview of the virtual environment use. For detailed analysis of the use of ICT, a cut in the activities was made by a group of teachers. To analyze the chosen activity, was adopted the mediated action as a guiding and an organization purpose for forum's messages was developed, with connections to others mediated interactions (mailing and face meetings), focusing on the micro view and seeking some relations with the macro. The objective of this purpose is to develop a graph which allows the integrated analysis of mediated action. By this observations and analyzes of the activities, some reflections and other possibilities to use ICT is shown, that allows to increase the computational tools in project, like in this study. About the TelEduc use, the study indicated significant contributions to the construction of school knowledge, as well as ICT to develop action of groups and collaborative work
Doutorado
Doutor em Ciências
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Schweizer, Bobby. "Representations of the city in video games." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/28251.

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Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2009.
Committee Chair: Pearce, Celia; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth; Committee Member: Nitsche, Michael.
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Santos, Christiano Lima. "Dmitry: uma arquitetura para gestão ágil de projetos no moodle." Pós-Graduação em Ciência da Computação, 2014. http://ri.ufs.br:8080/xmlui/handle/123456789/3340.

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In recent decades, geographic barriers no longer exist, communication has become faster and affordable and technological tools expanded the power of human information processing, leading to profound economic, social and cultural transformations. Thus, Information and Communication Technologies received critical role in a society that communicates, negotiates and learns "in network", however educational approaches adopted in schools and universities are still lagged. New constructivist teaching techniques such as Project-Based Learning and computational tools like Virtual Learning Environments are researched and experimented, suggesting educational project management through cyberspace as a possible educational approach that promotes the construction of knowledge by the learners themselves collaboratively and overcoming geographical constraints. This dissertation analyzes the Virtual Learning Environment Moodle to support the technique of Project-Based Learning and presents a software architecture for the educational project management like an environment that enables learning of more autonomous and collaborative way.
Nas últimas décadas, barreiras geográficas deixaram de existir, a comunicação tornou-se mais veloz e acessível e ferramentas tecnológicas ampliaram o poder de processamento humano das informações, levando a profundas transformações econômicas, sociais e culturais. Assim, Tecnologias da Informação e Comunicação receberam papel fundamental em uma sociedade que se comunica, negocia e aprende "em rede", entretanto abordagens educacionais adotadas nas instituições de ensino ainda se encontram defasadas. Novas técnicas de ensino construtivistas como a Aprendizagem Baseada em Projetos e ferramentas computacionais como os Ambientes Virtuais de Aprendizagem são pesquisadas e experimentadas, apontando a gestão de projetos educativos por meio do ciberespaço como uma possível abordagem educacional capaz de promover a construção do conhecimento pelos próprios aprendizes de forma colaborativa e superando restrições geográficas. Esta dissertação analisa o Ambiente Virtual de Aprendizagem Moodle como suporte à técnica de Aprendizagem Baseada em Projetos e apresenta uma arquitetura de software para a gestão de projetos educativos como um ambiente que permita a aprendizagem de forma mais autônoma e colaborativa.
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Ferrari, Carla Marye Bicas. "Proposta de uma gramática para análise de textos com estrutura OCC-RDD por meio de tradução com semântica de redes de Petri." Pontifícia Universidade Católica de São Paulo, 2017. https://tede2.pucsp.br/handle/handle/20791.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
The aim of this research is to design a grammar that recognizes an educational text written in the narrative structure OCC-RDD and from its own generated a Petri Net model, in order to be possible analyzed and interpreted as network property on the educational history. The research will start with a bibliographic research from which a grammar and other components of this research are prepared, whose main objective is to advice the teacher on the class preparation which uses the narrative structure. A text following the narrative model in order to use it on the tool will be prepared and the same will go through each step of the research, which are: recognition of the fable, creation of the Petri Net model, network analysis and production of the results of fable’s analysis. The result of this project is the fable recognition grammar that can be used in a special tool with anexample and the analysis of the properties of this example
O objetivo da pesquisa é projetar uma gramática que reconheça um texto educativo escrito na estrutura da narrativa OCC-RDD e que a partir dela seja gerada um modelo de Rede de Petri, a fim de que seja possível analisar e interpretar as propriedades da rede na história educacional. A pesquisa terá início com um trabalho de consultas bibliográficas a partir do qual será preparada uma gramática e os outros componentes da pesquisa que possuem como principal objetivo auxiliar o professor na preparação de uma aula que utilize a estrutura narrativa. Um texto seguindo o modelo da narrativa com o intuito de utilizá-lo na ferramenta será preparado e o mesmo passará por cada etapa da pesquisa, que são: reconhecimento da fábula, criação do modelo de rede de Petri, análise da rede e produção dos resultados de análise da fábula. O resultado do trabalho ´e a gramática de reconhecimento de fábula que poderá ser utilizada numa ferramenta junto com um exemplo e a análise das propriedades deste exemplo
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Dionysio, Stephany Zanchi. "Aplicação de escalonadores coexistentes para melhorar o desempenho de rede em máquinas virtuais." Universidade Tecnológica Federal do Paraná, 2016. http://repositorio.utfpr.edu.br/jspui/handle/1/2857.

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Em um ambiente virtualizado, a distribuição de recursos de processamento entre as máquinas virtuais deve ser baseada nos aspectos requeridos pela carga de trabalho executando dentro de cada instância. Entretanto, a imprevisibilidade destas cargas de trabalho, em conjunto com a estratégia de compartilhamento equitativo adotada pelo escalonador no hipervisor, impactam a qualidade de serviço percebida por máquinas virtuais orientadas a eventos de entrada e saída de rede e processamento. Esta dissertação conduz um estudo para estimar a variação da qualidade de serviço percebida por esta classe de máquinas virtuais em cenários de consolidação de servidor. Posteriormente, é proposto um modelo de escalonadores coexistentes, que fundamenta-se no agrupamento de máquinas virtuais com cargas de trabalho similares. A validação deste modelo demonstra que o agrupamento oportuno de máquinas virtuais diminui a variação da qualidade de serviço ocasionada pela concorrência por recursos de processamento, atingindo níveis semelhantes aos cenários sem concorrência.
In a virtualized environment, time slice allocation should be based on virtual machines workloads requirements. However, the unpredictability of these workloads, combined with fair share nature of scheduling strategies, may impact the perceived quality of service of network I/O and CPU intensives virtual machines under server consolidation. This dissertation presents an in-depth analysis of quality of service variation under several scenarios, in order to assess this impact. Furthermore, a coexisting schedulers model, which aims to cluster virtual machines with similar workloads, is proposed as the main contribution of this research. The model validation argues that proper clustering based workload reduces the quality of service variation under server consolidation. In fact, the perceived quality of service under this model resemble a near native scenario.
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Mendes, Barbosa Álvaro Manuel. "Computer-suported cooperative work for music applications." Doctoral thesis, Universitat Pompeu Fabra, 2006. http://hdl.handle.net/10803/7536.

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Aquesta tesi recull la recerca al voltant de les pràctiques musicals mitjançant xarxes d'ordinadors realitzada al Grup de Tecnologia Musical de la Universitat Pompeu Fabra a Barcelona entre l'any 2001 i el 2005. Parteix del treball dut a terme durant la última dècada dins del camp del Treball Cooperatiu amb Ordinadors (Computer-Supported Cooperative Work, CSCW) el qual aporta els mecanismes de col·laboració els quals, des de un punt de vista musical, poden ser estudiats en diversos escenaris: composició, interpretació, improvisació i educació.
La primera contribució d'aquest treball és un anàlisi exhaustiu i una classificació sistemàtica del Treball Cooperatiu amb Ordinadors per Aplicacions Musicals. Aquest anàlisi es va centrar en la identificació de propostes innovadores, models i aplicacions, amb un especial èmfasi en la natura compartida de la comunicació mitjançant internet. El concepte d'Entorns Sonors Compartits va ser presentat i implementat en una aplicació prototip anomenada Public Sound Objects (PSOs).
La segona gran contribució d'aquesta tesi consisteix en l'estudi del possibles mètodes per reduir les interrupcions degudes als retards inherents en la comunicació musical entre xarxes molt allunyades. A partir de l'experimentació i avaluació al laboratori les tècniques Network Latency Adaptive Tempo i Individual Delayed Feed-Back van ser definides i implementades dins del prototip PSOs.
Al llarg del desenvolupament del PSOs es van haver de resoldre altres problemes, com per exemple, el disseny d'interfícies en funció del comportament per a aplicacions amb interfícies desacoblades, la superació dels diversos sistemes de seguretat de les xarxes informàtiques i les possibilitats d'escalabilitat de diverses aplicacions d'àudio per a web.
Durant l'elaboració d'aquesta tesi es van discutir diferents perspectives per resoldre problemes relacionats amb la pràctica musical mitjançant ordinadors, aplicant diferents punts de vista provinents de l'estudi psicosocial dels processos de col·laboració musical al món de la informàtica i de la tecnologia musical.
This dissertation derives from research on musical practices mediated by computer networks conducted from 2001 to 2005 in the Music Technology Group of the Pompeu Fabra University in Barcelona, Spain. It departs from work carried out over the last decades in the field of Computer-Supported Cooperative Work (CSCW), which provides us with collaborative communication mechanisms that can be regarded from a music perspective in diverse scenarios: Composition, Performance, Improvisation or Education.
The first contribution originated from this research work is an extensive survey and systematic classification of Computer-Supported Cooperative Work for Music Applications. This survey led to the identification of innovative approaches, models and applications, with special emphasis on the shared nature of geographically displaced communication over the Internet. The notion of a Shared Sonic Environments was introduced and implemented in a proof-of-concept application entitled Public Sound Objects (PSOs).
A second major contribution of this dissertation concerns methods that reduce the disrupting effect of network latency in musical communication over long distance networks. From laboratorial experimentation and evaluation, the techniques of Network Latency Adaptive Tempo and Individual Delayed Feed-Back were proposed and implemented in the PSOs prototype.
Over the course of the PSOs development other relevant and inspirational issues were addressed, such as, behavioral-driven interface design applied to interface decoupled applications, the overcome of network technology security features and system scalability for various applications in audio web services.
Throughout this dissertation conceptual perspectives of related issues to computer-mediated musical practices dissertation were widely discussed, conveying different standpoints ranging from a Psycho-Social study of collaborative music processes to the Computer Science and Music Technology point of view.
30

Björnberg, Anton. "Shared Control for Vehicle Teleoperation with a Virtual Environment Interface." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-286782.

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Teleoperation has been suggested as a means of overcoming the high uncertainty in automated driving by letting a remote human driver assume control of an automated vehicle when it is unable to proceed on its own. Remote driving, however, suffers from restricted situational awareness and network latency, which can increase the risk for accidents. In most cases though, the automation system will still be functional, which opens the possibility for shared control where the human and machine collaborates to accomplish the task at hand. This thesis develops one such method in which an operator demonstrates their intentions by maneuvering a virtual vehicle in a virtual environment. The real vehicle observes the virtual counterpart and acts autonomously to mimic it. For this, the vehicle uses a genetic algorithm to find a path that is similar to that of the virtual vehicle, while avoiding potential obstacles. Longitudinal control is performed with a method inspired by Adaptive Cruise Control (ACC) and lateral control is achieved with a model predictive controller (MPC). The method is evaluated with user trials in simulation and is seen to perform better in the presence of large delays when compared to a direct control approach. With negligible delay, it performs on par with or slightly worse than direct control, but test participants still reported higher confidence when using the new method as well as an overall preference for the same.
Teleoperation har föreslagits som metod för att hantera den höga osäkerheten som förekommer hos självkörande fordon. När de inte klarar av att på egen hand planera sin rutt kan kontrollen istället överföras till en fjärrlokaliserad förare. Direkt fjärrstyrning innebär dock flera nackdelar i form av exempelvis begränsad lägesuppfattning och nätverksfördröjningar, vilket kan innebära en förhöjd risk för olyckor. I det flesta fall kommer dock fordonets automationssystem fortfarande vara aktivt, vilket öppnar för att använda delad styrning där människan och fordonet samarbetar för att utföra köruppgiften. I detta examensarbete utvecklas en sådan metod, i vilken en operatör demonstrerar sina avsikter genom att manövrera ett virtuellt fordon i en virtuell miljö. Det verkliga fordonet observerar den virtuella motsvarigheten och agerar autonomt för att utföra liknande manövrar. För detta använder det verkliga fordonet en genetisk algoritm för att hitta en rutt som är lik det virtuella fordonets, samtidigt som det undviker eventuella hinder. Longitudinell styrning utförs med en metod inspirerad av adaptiv farthållning (Adaptive Cruise Control) och lateral styrning åstadkoms med en modellprediktiv regulator (MPC). Metoden utvärderas med användartester i simulering, vilket visar att den presterar bättre än en metod med direktstyrning under inverkan av stora fördröjningar. I fall där fördröjningarna är små presterar metoden likvärdigt med eller något sämre än direktstyrning, men testdeltagarna rapporterade ändå större upplevd trygghet med den nya metoden som de också föredrog.
31

Ekström, Marcus. "Communication tool in virtual reality – A telepresence alternative : An alternative to telepresence – bringing the shared space to a virtual environment in virtual reality." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31450.

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Videoconferencing is one of the most common telepresence methods today and educational videos is rising in popularity among distance learners. Traditional videoconferencing is unable to convey gestures and mutual eye contact between participants. This study aim to propose a Virtual Reality telepresence solution using game engines. A literature study confirmed the effectiveness achieved in VR is comparable to the effectiveness in face-to-face meetings. The suggested solution implements whiteboard functionality from a real-life perspective, confirming it is possible to include new functionality and directly transfer old functionality to the VR system from the communication systems today. The system was evaluated based on the response time, packet loss, bandwidth, frame rate and through user tests. The evaluation shows it is possible to design a telepresence system with VR capable of passing the Turing Test for Telepresence. The participants of the user tests did not experience discomfort and they were positively inclined to the telepresence system. Though, discomfort may emerge if the VR character is used with a common office workstation. Future studies in this topic would involve modifications of the third person camera, making the head's rotation follow the direction of the camera view and implementing movable eye pupils on the VR character using the upcoming eye-tracking accessory.
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Hoda, Mohamad. "SHECARE: Shared Haptic Environment on the Cloud for Arm Rehabilitation Exercises." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/34247.

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It is well known that home exercise is as good as rehab center. Unfortunately, passive devices such as dumbbells, elastic bands, stress balls and tubing that have been widely used for home-based arm rehabilitation do not provide therapists with the information needed to monitor the patient’s progress, identify any impairment, and suggest treatments. Moreover, the lack of interactivity of these devices turns the rehabilitation exercises into a boring, unpleasant task. In this thesis, we introduce a family of home-based post-stroke rehabilitation systems aimed at solving the aforementioned problems. We call such applications: “Shared Haptic Environment on the Cloud for Arm Rehabilitation Exercises (SHECARE)”. The systems combine recent rehabilitation approaches with efficient, yet affordable skeleton tracking input technologies, and multimodal interactive computer environment. In addition, the systems provide a real-time feedback to the stroke patients, summarize the feedback after each session, and predict the overall recovery progress. Moreover, these systems show a new style of home-based rehabilitation approach that motivate the patients by engaging the whole family and friends in the rehabilitation process and allow the therapists to remotely assess the progress of the patients and adjust the training strategy accordingly. Two mathematical models have been presented in this thesis. The first model is developed to find the relationship between upper extremity kinematics and the associated forces/strength. The second model is used to evaluate the medical condition of the stroke patients and predict their recovery progress depending on their performance history. The objective assessments, clinical tests, and the subjective assessments, usability studies have shown the feasibility of the proposed systems for rehabilitation in stroke patients with upper limb motor dysfunction.
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Kring, Jason P. "Communication Modality and After Action Review Performance in a Distributed Immersive Virtual Environment." Doctoral diss., University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4389.

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Technological innovations in data transfer and communication have given rise to the virtual team where geographically separate individuals interact via one or more technologies to combine efforts on a collective activity. In military, business, and spaceflight settings, virtual teams are increasingly used in training and operational activities; however there are important differences between these virtual collaborations and more traditional face-to-face (FTF) interactions. One concern is the absence of FTF contact may alter team communication and cooperation and subsequently affect overall team performance. The present research examined this issue with a specific focus on how communication modality influences team learning and performance gains. Evidence from a recent study on virtual team performance (Singer, Grant, Commarford, Kring, and Zavod, 2001) indicated local teams, with both members in same physical location in Orlando, Florida which allowed for FTF contact before and after a series of virtual environment (VE) missions, performed significantly better than distributed teams, with team members in separate physical locations in Orlando and Toronto, Canada and no FTF contact. For the first mission, local and distributed teams exhibited no significant difference in performance as measured by the number of rooms properly cleared in the building search exercises. In contrast, for the second mission, occurring after each team had completed the opportunity to discuss mission performance and make plans for future missions, local teams performed significantly better than distributed teams; a pattern that continued for the remaining six missions. Given that the primary difference between local and distributed teams was how they communicated outside of the VE during after action reviews (AARs), and that the localiii distributed difference was first detected on the second mission, after teams had completed one, 10-min discussion of mission performance, a tenable conclusion is that certain team characteristics and skills necessary for performance were communication-dependent and negatively affected by the absence of FTF communication. Although Singer et al. (2001) collected multiple dependent variables related to performance and communication activities, these measures were not designed to detect communication-dependent team factors and therefore incapable of supporting such an explanation. Therefore, the present research replicated Singer et al. (2001) and incorporated additional measures in order to determine if specific communication-dependent factors could explain the inferior performance of distributed teams. Three factors critical to team communication, particularly during the AAR process, are the similarity of team members. shared mental models (SMMs), team cohesion (task and interpersonal), and team trust (cognitive and emotional). Because evidence suggests FTF communication has a positive effect on processes related to each of these factors, the current study tested whether distributed teams exhibit less similar mental models and degraded cohesion and trust in comparison to local teams, which can affect performance. Furthermore, to test the prediction that distributed teams possess degraded communication and would benefit from improved communication skills, brief team communication training (TCT) was administered to half of the teams in each location condition. Thirty two, 2-person teams comprised of undergraduate students were equally distributed into four experimental conditions (n = 8) based on the independent variables of location (local vs. distributed) and training (TCT vs. no-TCT). Teams completed five missions using the same VE system and mission tasks as in Singer et al. (2001), however in the present study distributed team members were in separate rooms in the same building, not separate geographic locations. In iv addition to performance data, participants completed a series of questionnaires to assess SMMs, cohesion, and trust. It was hypothesized that local teams would again exhibit better performance than distributed teams and that the local team advantage could partly be explained by a greater similarity in mental models and higher levels of cohesion and trust. Moreover, TCT teams in both locations were expected to exhibit improved performance over their non-trained counterparts. Analyses of the three team factors revealed the largest location and communication training differences for levels of cognitive trust, with local teams reporting higher levels than distributed teams early after the second VE mission, and TCT teams reporting higher levels than no-TCT teams after the second and fifth VE missions. In contrast, the main effects of location and communication training were only significant for one SMM measure agreement between team members on the strengths of the team's leader during the AAR sessions. Local teams and TCT teams reported higher levels of agreement after the first VE mission than their distributed v and no-TCT counterparts. Furthermore, on the first administration of the questionnaire, TCT teams reported higher levels of agreement than non-TCT teams on the main goals of the VE missions. Overall, teams in all conditions exhibited moderate to substantial levels of agreement for procedural and personnel responsibility factors, but poor levels of agreement for mental models related to interpersonal interactions. Finally, no significant differences were detected for teams in each experimental condition on levels of task or interpersonal cohesion which suggests cohesion may not mature enough over the course of several hours to be observable. In summary, the first goal of the present study was to replicate Singer et al..s (2001) findings which showed two-person teams conducting VE missions performed better after the first mission if allowed face-to-face (FTF) contact during discussions of the team's performance. Local and distributed teams in the current study did show a similar pattern of performance, completing a greater total of rooms properly, although when evaluating mission-by-mission performance, this difference was only significant for missions 3 and 4. Even though distributed team members experienced the same experimental conditions as in Singer et al. (no pre-mission contact, no FTF contact during missions or AARs) and were told their partner was at .distant location, familiarity with a teammate's dialect and other environmental cues may have differentially affected perceptions of physical and psychological distance, or social presence, which ultimately altered the distributed team relationship from before. The second goal was to determine if brief TCT could reduce or eliminate the distributed team disadvantage witnessed in Singer et al. (2001). Results did not support this prediction and revealed no significant differences between TCT and no-TCT teams with regard to number of rooms searched over the five missions. Although purposefully limited to 1 hr, the brevity of the TCT procedure (1 hr), and its broad focus, may have considerably reduced any potential benefits of learning how to communicate more effectively with a teammate. In addition, the additional training beyond the already challenging requirements of learning the VE mission tasks may have increased the cognitive load of participants during the mission phase, leading to a detriment in performance due to divided attention. Despite several notable differences from Singer et al. (2001), the present study supports that distributed teams operating in a common virtual setting experience performance deficits when compared to their physically co-located counterparts. Although this difference was not attributed to agreement on SMMs or levels of cohesion, local teams did posses higher levels of cognitive trust early on in the experimental session which may partly explain their superior performance. However additional research that manipulates cognitive trust as an independent variable is needed before implying a cause-and-effect relationship. Ultimately, this study's most significant contribution is identifying a new set of questions to understand virtual team performance. In addition to a deeper examination of cognitive trust, future research should address how features of the distributed team experience affect perceptions of the physical and psychological distance, or social presence, between team members. It is also critical to understand how broadening the communication channel for distributed teams, such as the inclusion of video images or access to biographical information about one's distant teammate, facilitates performance in a variety of virtual team contexts.
Ph.D.
Department of Psychology
Arts and Sciences
Psychology
34

Gobes-Ryan, Sheila. "Organizational Office Space in the Virtual Age: The Role of Shared Space in Communication." [Tampa, Fla.] : University of South Florida, 2003. http://purl.fcla.edu/fcla/etd/SFE0000048.

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35

Silva, Leonardo Florencio da. "Produção de material didático para ambientes virtuais de aprendizagem na educação a distância para o ensino superior." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21537.

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The dissertation has no abstract
Esta pesquisa visa apresentar o processo de produção de material didático para ambientes virtuais de aprendizagem (AVA), na educação a distância (EaD), em uma instituição de ensino superior (IES). Reflete-se em torno de questões como: Quais são os elementos norteadores na elaboração de material didático digital para a EaD? Quais são as metodologias e processos dessa IES? Qual a contribuição que tais processos propiciam para além da realidade dessa IES? São apresentados elementos norteadores, tais como os instrumentos avaliativos e os referenciais de qualidade, que respaldam a prática da educação a distância no Brasil, no ensino superior, com reflexo no material didático. Com o avanço da pesquisa, foi possível perceber a presença e importância de teorias instrucionais e teoria multimídia, principalmente aplicadas aos objetos virtuais de aprendizagem, principal conteúdo do material didático
36

Conte, Simone Ivan. "The Sea of Stuff : a model to manage shared mutable data in a distributed environment." Thesis, University of St Andrews, 2019. http://hdl.handle.net/10023/16827.

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Managing data is one of the main challenges in distributed systems and computer science in general. Data is created, shared, and managed across heterogeneous distributed systems of users, services, applications, and devices without a clear and comprehensive data model. This technological fragmentation and lack of a common data model result in a poor understanding of what data is, how it evolves over time, how it should be managed in a distributed system, and how it should be protected and shared. From a user perspective, for example, backing up data over multiple devices is a hard and error-prone process, or synchronising data with a cloud storage service can result in conflicts and unpredictable behaviours. This thesis identifies three challenges in data management: (1) how to extend the current data abstractions so that content, for example, is accessible irrespective of its location, versionable, and easy to distribute; (2) how to enable transparent data storage relative to locations, users, applications, and services; and (3) how to allow data owners to protect data against malicious users and automatically control content over a distributed system. These challenges are studied in detail in relation to the current state of the art and addressed throughout the rest of the thesis. The artefact of this work is the Sea of Stuff (SOS), a generic data model of immutable self-describing location-independent entities that allow the construction of a distributed system where data is accessible and organised irrespective of its location, easy to protect, and can be automatically managed according to a set of user-defined rules. The evaluation of this thesis demonstrates the viability of the SOS model for managing data in a distributed system and using user-defined rules to automatically manage data across multiple nodes.
37

Vick, Rita Michele. "Development of shared mental models structuring distributed naturalistic decision making in a synchronous computer-mediated work environment /." Thesis, University of Hawaii at Manoa, 2003. http://proquest.umi.com/pqdweb?index=0&did=764748251&SrchMode=1&sid=5&Fmt=2&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1233175424&clientId=23440.

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38

Keukelaere, Camille de. "Modes de coordination interindividuelle et régulation du partage en situation dynamique collaborative : application au handball et au théâtre d'improvisation." Thesis, Brest, 2012. http://www.theses.fr/2012BRES0015/document.

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Les études de psychologie des industries et des organisations montrent que la compréhension partagée (CP) conditionne la performance collective. Nous mobilisons le concept de la Team Situation Awareness pour identifier les éléments qui concourent à la CP et à son évolution au cours de l'action. Une analyse en handball nous a permis d'identifier (a) 4 formes typiques d'articulation des activités individuelles, (b) 7 contenus typiques et (c) 6 processus typiques interindividuels. Nos résultats montrent que les formes de partage sont locales et ponctuelles, alternant entre trois modes de coordination en cours d'action : (1) application du plan, (2) ajustement transitoire en fin d’action, (3) adaptation en temps réel au contexte de jeu. L’analyse de la dynamique du partage met en évidence que le sentiment de performance collective est subordonné à une fluidité dans l'enchaînement des actions et au jugement de sécurité quant à l'évaluation de la situation. L'analyse en théâtre d'improvisation conforte la classification proposée dans la première étude. Notre étude a permis d'apporter des éléments sur les activités collaboratives en situation dynamique, et notamment sur la fonction de la CP qui peut être considérée comme un phénomène dynamique dont la principale fonction est de maintenir un potentiel de coordination suffisant entre les partenaires d'une équipe. À partir de nos résultats, nous proposons une modélisation qui rend compte des mécanismes de CP à deux échelles : (1) à l'échelle de l'équipe, nous proposons une modélisation qui renseigne l'alternance des modes de coordination en fonction des contraintes de l'environnement ; (2) à une échelle locale, nous proposons une modélisation qui rend compte de la régulation du partage entre les agent de l'équipe
In the field of I/O psychology, most of studies estimate that team performance under temporal pressure is directly related to shared understanding (SU) within a team. In order to account for the dynamics of SU within a team, we have studied the evolution of contents, forms and mechanisms of the sharing process, as a function of context variability and temporal pressure. We primarily work in line with the Team Situation Awareness model, that is usually mobilized in work situations. A first study allowed us to identify the various elements of SU and its dynamics in feminine handball competitions. The analysis permitted to identify (a) four typical forms of shared understanding, (b) seven typical contents shared and (c) six typical interaction processes between teammates. Results shows that sharing forms are local and punctual, alternating between two main modes of SU : either a preestablished plan follow-up, together with possible adaptation to conclude a given action, or a real-time adaptation to the context of action. A second study deals with improvisational theatre, regulated in real time by the director through earphones. Our results show that the sharing typical forms, contents and processes that rise in this activity also correspond to the classification we made in the first field study, which strengthens the genericity of our proposal. These results invite us to think that online regulation may either enhance or hamper the SU and thus the collective performance, respectively by improving the update and interaction processes between actors, or by overloading the cognitive activity of the team members in the course of action. Based on these results, we propose to consider the SU as a process that works over two space and time scales: on the global scale, SU may envolve over long periods within a team; and on a local scale, SU is actually developed through interpersonal updating and in situ adjustment processes. In order to account for these two scales, we proposed a team coordination model together with an interindividual regulation model. Our work opens the way to the study of the correlation between local mechanisms of shared understanding and the global dynamics of a collaborative activity
39

Li, Zongcheng. "Conceptual design of shapes by reusing existing heterogeneous shape data through a multi-layered shape description model and for VR applications." Thesis, Paris, ENSAM, 2015. http://www.theses.fr/2015ENAM0025/document.

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Les récentes avancées en matière de systèmes d'acquisition et de modélisation ont permis la mise à disposition d'une très grande quantité de données numériques (e.g. images, vidéos, modèles 3D) dans différents domaines d'application. En particulier, la création d'Environnements Virtuels (EVs) nécessite l'exploitation de données nu-mériques pour permettre des simulations et des effets proches de la réalité. Malgré ces avancées, la conception d'EVs dédiés à certaines applications requiert encore de nombreuses et parfois laborieuses étapes de modélisation et de traitement qui impliquent plusieurs experts (e.g. experts du domaine de l'application, experts en modélisation 3D et programmeur d'environnements virtuels, designers et experts communication/marketing). En fonction de l'application visée, le nombre et le profil des experts impliqués peuvent varier. Les limitations et difficultés d'au-jourd'hui sont principalement dues au fait qu'il n'existe aucune relation forte entre les experts du domaine qui ont des besoins, les experts du numérique ainsi que les outils et les modèles qui prennent part au processus de déve-loppement de l'EV. En fait, les outils existants focalisent sur des définitions souvent très détaillées des formes et ne sont pas capables de supporter les processus de créativité et d'innovation pourtant garants du succès d'un pro-duit ou d'une application. De plus, la grande quantité de données numériques aujourd'hui accessible n'est pas réellement exploitée. Clairement, les idées innovantes viennent souvent de la combinaison d'éléments et les don-nées numériques disponibles pourraient être mieux utilisées. Aussi, l'existence de nouveaux outils permettant la réutilisation et la combinaison de ces données serait d'une grande aide lors de la phase de conception conceptuelle de formes et d'EVs. Pour répondre à ces besoins, cette thèse propose une nouvelle approche et un nouvel outil pour la conception conceptuelle d'EVs exploitant au maximum des ressources existantes, en les intégrant et en les combinant tout en conservant leurs propriétés sémantiques. C'est ainsi que le Modèle de Description Générique de Formes (MDGF) est introduit. Ce modèle permet la combinaison de données multimodales (e.g. images et maillages 3D) selon trois niveaux : Conceptuel, Intermédiaire et Données. Le niveau Conceptuel exprime quelles sont les différentes parties de la forme ainsi que la façon dont elles sont combinées. Chaque partie est définie par un Elément qui peut être soit un Composant soit un Groupe de Composants lorsque ceux-ci possèdent des carac-téristiques communes (e.g. comportement, sens). Les Eléments sont liés par des Relations définies au niveau Con-ceptuel là où les experts du domaine interagissent. Chaque Composant est ensuite décrit au niveau Données par sa Géométrie, sa Structure et ses informations Sémantiques potentiellement attachées. Dans l'approche proposée, un Composant est une partie d'image ou une partie d'un maillage triangulaire 3D. Quatre Relations sont proposées (fusion, assemblage, shaping et localisation) et décomposées en un ensemble de Contraintes qui contrôlent la po-sition relative, l'orientation et le facteur d'échelle des Composants au sein de la scène graphique. Les Contraintes sont stockées au niveau Intermédiaire et agissent sur des Entités Clés (e.g. points, des lignes) attachées à la Géo-métrie ou à la Structure des Composants. Toutes ces contraintes sont résolues en minimisant une fonction énergie basée sur des grandeurs physiques. Les concepts du MDGF ont été implémentés et intégrés au sein d'un outil de design conceptuel développé par l'auteur. Différents exemples illustrent le potentiel de l'approche appliquée à différents domaines d'application
Due to the great advances in acquisition devices and modeling tools, a huge amount of digital data (e.g. images, videos, 3D models) is becoming now available in various application domains. In particular, virtual envi-ronments make use of those digital data allowing more attractive and more effectual communication and simula-tion of real or not (yet) existing environments and objects. Despite those innovations, the design of application-oriented virtual environment still results from a long and tedious iterative modeling and modification process that involves several actors (e.g. experts of the domain, 3D modelers and VR programmers, designers or communica-tions/marketing experts). Depending of the targeted application, the number and the profiles of the involved actors may change. Today's limitations and difficulties are mainly due to the fact there exists no strong relationships between the expert of the domain with creative ideas, the digitally skilled actors, the tools and the shape models taking part to the virtual environment development process. Actually, existing tools mainly focus on the detailed geometric definition of the shapes and are not suitable to effectively support creativity and innovation, which are considered as key elements for successful products and applications. In addition, the huge amount of available digital data is not fully exploited. Clearly, those data could be used as a source of inspiration for new solutions, being innovative ideas frequently coming from the (unforeseen) combination of existing elements. Therefore, the availability of software tools allowing the re-use and combination of such digital data would be an effective support for the conceptual design phase of both single shapes and VR environments. To answer those needs, this thesis proposes a new approach and system for the conceptual design of VRs and associated digital assets by taking existing shape resources, integrating and combining them together while keeping their semantic meanings. To support this, a Generic Shape Description Model (GSDM) is introduced. This model allows the combination of multimodal data (e.g. images and 3D meshes) according to three levels: conceptual, intermediate and data levels. The conceptual level expresses what the different parts of a shape are, and how they are combined together. Each part of a shape is defined by an Element that can either be a Component or a Group of Components when they share common characteristics (e.g. behavior, meaning). Elements are linked with Relations defined at the Concep-tual level where the experts in the domain are acting and exchanging. Each Component is then further described at the data level with its associated Geometry, Structure and potentially attached Semantics. In the proposed ap-proach, a Component is a part of an image or a part of a 3D mesh. Four types of Relation are proposed (merging, assembly, shaping and location) and decomposed in a set of Constraints which control the relative position, orien-tation and scaling of the Components within the 3D viewer. Constraints are stored at the intermediate level and are acting on Key Entities (such as points, a lines, etc.) laying on the Geometry or Structure of the Components. All these constraints are finally solved while minimizing an additional physically-based energy function. At the end, most of the concepts of GSDM have been implemented and integrated into a user-oriented conceptual design tool totally developed by the author. Different examples have been created using this tool demonstrating the potential of the approach proposed in this document
40

Cunha, Vítor António Gonçalves Ribeiro da. "Service function chaining for NFV in cloud environments." Master's thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/21133.

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Mestrado em Engenharia de Computadores e Telemática
Service Function Chaining, Virtual Network Functions e Cloud Computing são os conceitos chave para resolver (em “grande plano”) uma necessidade actual dos operadores de telecomunicações: a virtualização dos equipamentos na casa dos consumidores, particularmente o Home Gateway. Dentro deste contexto, o objetivo desta dissertação será providenciar as Funções Virtuais de Rede (tais como um vDHCP, Classificador de Tráfego e Shaper) assim como respectivas APIs necessárias para se atingir essa solução de “grande plano”. A solução utilizará tecnologias Open Source como OpenStack, OpenVSwitch e OpenDaylight (assim como contribuições anteriores do Instituto de Telecomunicações) para concretizar uma Prova-de-Conceito do Home Gateway virtual. Após o sucesso da primeira PdC iniciar-se-á a construção da próxima prova, delineando um caminho claro para trabalho futuro.
Service Function Chaining, Network Function Virtualization and Cloud Computing are the key concepts to solve (in “big-picture”) one of today’s operator’s needs: virtual Customer Premises Equipments, namely the virtualization of the Home Gateway. Within this realm, it will be the purpose of this dissertation to provide the required Virtual Network Functions (such as a vDHCP, Traffic Classifier and Traffic Shaper) as well as their respective APIs to build that “big-picture” solution. Open Source technologies such as OpenStack, OpenVSwitch and OpenDaylight (along with prior work from Instituto de Telecomunicações) will be used to make a working Proof-of-Concept of the Virtual Home Gateway. After the success of the first PoC, starts the construction of the next PoC and a path for future work is laid-down.
41

Li, Yanfang. "Shared control: Active haptic assistance for motor skill training in virtual environments." Thesis, 2008. http://hdl.handle.net/1911/22142.

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Virtual reality has been used widely as a computerized medium for training. In addition to visual and auditory feedback, the addition of haptic feedback to virtual environments envisions promising applications for human motor skill acquisition, such as rehabilitation and training of surgeons. Generally speaking, there exist two kinds of virtual training paradigms, virtual practice and haptic guidance. Compared to virtual practice, haptic guidance conveys more information to the trainee, some of which might not be realizable in the physical world, in order to improve the training efficacy over practice. In this thesis, the most general form of haptic guidance, shared control, is introduced. A shared controller dynamically intervenes, through an automatic feedback controller acting upon the system, to modify the coupled system dynamics during training. The coupled system dynamics are to be selected to help expedite learning of the task. Specifically, an error-reducing shared controller is proposed and implemented for this dissertation. A series of human-participant studies have been conducted to test the efficacy of the proposed shared control approach for performance enhancement and training in virtual environments. During the experiments, performance is measured utilizing a Fitts'-like under-actuated target-hitting task. Experimental results indicate that an error-reducing shared control paradigm with fixed control gains does enhance performance of the participants during the target-hitting task when assistance is on. However, a one-month long training experiment reveals that the error-reducing shared control paradigm with fixed control gains exhibits negative efficacy during training in virtual environments. It is suggested that the fixed control gains implemented in the shared controller are one of the primary reasons for negative efficacy of haptic guidance for training. Therefore, a shared controller with performance-based gain adaptation was also tested. In addition to comparisons with the fixed-gain shared controller, this paradigm is also compared to virtual fixtures, another commonly used form of haptic guidance. The experimental results indicate that the performance-based progressive shared control paradigm results in significantly better training performance than all other haptic guidance training protocols implemented in this study. Hence, the training effectiveness of performance-based error reducing shared control is verified. Finally, this study is aimed to improve the design of progressive shared control algorithms for manual control tasks. Therefore, a perception study has been conducted quantifying human sensitivity to varying system dynamics. The results of this study form the basis for properly choosing the step size of the progressive control gains of shared controllers.
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Linebarger, John M. "GroupMorph : a group collaboration mode approach to shared virtual environments for product design /." Diss., 2003. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3117164.

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43

Bartlett, Robert Graham, University of Western Sydney, College of Health and Science, and School of Computing and Mathematics. "Formula interest expression specification and propagation in peer-to-peer distributed virtual environments." 2006. http://handle.uws.edu.au:8081/1959.7/14766.

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This thesis explores the utility of interest management in peer-to-peer environments. Specifically, it proposes: a model for formulaic specification of interest criteria that is implementation neutral in terms of underlying interest operators (the functions that determine the satisfaction of interest); and, an interest management propagation model that ensures the specifications (termed formula interest expressions) are only sent to those DVE components that are likely to be able to satisfy the interest criteria. This selective propagation model uses a distributed index of supported interest operators to determine candidate remote filterers. Remote filtering ensures that a state change message is only sent if it meets the interest criteria previously expressed by the intended recipient. The selective remote filtering model requires no central infrastructure and is entirely supported by peer DVE components, which may join and leave the DVE dynamically. The performance of the proposed propagation model, in terms of the number of logical messages required, is compared to the only existing propagation model where interest expressions are simply sent to all participating DVE components. Analysis reveals that for stable long-lived DVEs the proposed model can significantly messaging overhead and thereby increase the potential scale-up of the DVE. The viability of the proposed model is examined by means of proof-of-concept system, which exercises the specification and propagation models over a range of values for key variables.
Doctor of Philosophy (PhD)
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Sousa, Catarina Carneiro de. "Virtual Corporeality and Shared Creativity - Embodying Avatars in the Metaverse." Doctoral thesis, 2017. http://hdl.handle.net/10316/32182.

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Tese de doutoramento em Arte Contemporânea, apresentada ao Colégio das Artes da Universidade de Coimbra
O objetivo desta investigação é compreender como é que um processo criativo partilhado de construção de uma corporeidade virtual em ambientes virtuais colaborativos se pode tornar numa experiência estética. Este estudo está dividido em dois temas principais, mas correlacionados: corporeidade virtual e criatividade partilhada. O meu propósito é encontrar a relação entre a constituição de uma corporeidade virtual e os novos processos de criação e de partilha criativa em ambientes virtuais colaborativos. Também pretendo relacionar estes dois aspectos com as novas formas de experiência estética que emergem destes contextos virtuais. Meta_Body é a principal obra prática que sustenta esta investigação, um projecto desenvolvido desde 2011. Trata-se de um projeto de arte participativa, iniciada no Second Life e numa exposição tangível de arte (All My Independent Women 6ª edição, em Viena), e que agora continua no fluxo criativo dos ambientes virtuais colaborativos. Meta_Body centra-se em dois aspectos: primeiro, o avatar como corpo expressivo, aberto à experimentação e potência; segundo, construção do avatar como um processo criativo partilhado e como uma experiência estética. Através da prática de criação de avatares, da sua distribuição, incorporação e transformação, pretendemos compreender os processos de constituição da corporeidade virtual: questionando o papel do corpo no ambiente virtual, a sua importância na relação com o mundo, na a auto-expressão e na explorar dos seus aspectos metafóricos. O método utilizado para implementar este projecto é um processo criativo partilhado, em que múltiplos sujeitos vêm a ser autores ao longo de diferentes fases do projecto. Através da incorporação e transformação de avatares, a experiência estética da obra de arte torna-se um processo criativo. Este estudo é, portanto, fundamentado numa metodologia baseada na arte e projetual, cujos resultados podem ser comprovados não apenas por esta tese escrita, mas também pelas próprias obras de arte em si e seus derivados. Consegui atingir os objetivos pretendidos chegando a uma nova compreensão da corporeidade virtual e da sua relação com a criatividade partilhada e com a experiência estética. Acredito que este trabalho seja um importante ponto de partida para novas investigações que surgirão com o novo rumo da realidade virtual. Palavras chave: corporização de avatares; ambientes virtuais colaborativos; Metaverso; produtilização; prática artística; experiência estética.
The aim of this study is to understand how a shared creative process of construction of virtual corporeality in collaborative virtual environments becomes an aesthetic experience. The research is divided into two main but correlated themes: virtual corporeality and shared creativity. It is my purpose to find the relationship between the constitution of a virtual corporeality and the new processes of creative sharing and creation in collaborative virtual environments. I also aim to relate these two aspects to the new forms of aesthetic experience emerging from these virtual contexts. Meta_Body is the main practical artwork that sustains this investigation, an ongoing project since 2011. This is a participatory art project. Initiated in Second Life and in a tangible art exhibition (All My Independent Women 6th edition, at Vienna), it now continues in the collaborative virtual environment’s creative flux. Meta_Body focuses on two aspects: first, the avatar as expressive body, open to experimentation and potency; second, avatar building as a shared creative process and as aesthetical experience. Through the practice of avatar creation, distribution, embodiment and transformation, I aim to understand the processes of virtual corporeality constitution. I interrogate the role of the body in the virtual environment, its importance in engaging with the world and in self-expression, exploring its metaphorical aspects. The method used to implement this project is a shared creative process, in which multiple subjects come to be authors along different phases of the project. Through the embodiment and transformation of avatars, the artwork’s aesthetical experience becomes itself a creative process. This research is therefore grounded on an art-based and project-based methodology, whose results can be seen not only in this written thesis, but also in the artworks themselves, and their derivatives. I accomplished my intended goals and came to a new understanding of virtual corporeality and its connection to shared creativity and aesthetical experience. I believe this work to be an important starting point for new investigations that will arise with the new turn to virtual reality.
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Bartlett, Robert Graham. "Formula interest expression specification and propagation in peer-to-peer distributed virtual environments." Thesis, 2006. http://handle.uws.edu.au:8081/1959.7/14766.

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This thesis explores the utility of interest management in peer-to-peer environments. Specifically, it proposes: a model for formulaic specification of interest criteria that is implementation neutral in terms of underlying interest operators (the functions that determine the satisfaction of interest); and, an interest management propagation model that ensures the specifications (termed formula interest expressions) are only sent to those DVE components that are likely to be able to satisfy the interest criteria. This selective propagation model uses a distributed index of supported interest operators to determine candidate remote filterers. Remote filtering ensures that a state change message is only sent if it meets the interest criteria previously expressed by the intended recipient. The selective remote filtering model requires no central infrastructure and is entirely supported by peer DVE components, which may join and leave the DVE dynamically. The performance of the proposed propagation model, in terms of the number of logical messages required, is compared to the only existing propagation model where interest expressions are simply sent to all participating DVE components. Analysis reveals that for stable long-lived DVEs the proposed model can significantly messaging overhead and thereby increase the potential scale-up of the DVE. The viability of the proposed model is examined by means of proof-of-concept system, which exercises the specification and propagation models over a range of values for key variables.
46

"A dynamic, distributive and heterogeneous authorization policy management framework." Thesis, 2007. http://library.cuhk.edu.hk/record=b6074374.

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Grid computing enables computers on different networks to share their resources in an organized way. Authorized users can deploy the resources as if they were in the same organization. This resource sharing environment is called a Virtual Organization (VOs). To enable an open Grid to support resource sharing between multiple heterogeneous VOs, an authorization policy management framework is required to support authorization for VOs using heterogeneous authorization systems. The challenges include dynamic Grid memberships, VO trust relationships, and heterogeneous authorization systems.
To solve these problems in a loose-coupling way, we propose a dynamic, distributive and heterogeneous authorization policy management framework. The framework is called Dynamic Policy Management Framework (DPMF). DPMF groups VOs of the same authorization systems to form a virtual cluster. Authorization policy management is divided into inter-cluster heterogeneous policy management, and intra-cluster homogeneous policy management. Inside a virtual cluster, the workloads of policy management can be distributed among the VOs according to their trust relationships. The Conflict Analysis with Partial Information (CAPI) mechanism is developed to make authorization decisions in open environments without complete policy information. A Heterogeneous Policy Management mechanism is developed for DPMF to support inter-cluster heterogeneous policy management.
Traditional authorization policy management frameworks work well in authorization for a single VO where the participating hosts agree to follow a global authorization system. However, they are not capable of authorization policy management for multiple VOs which deploys heterogeneous authorization systems.
Yu, Chiu Man.
"April 2007."
Adviser: Ng Kam Wing.
Source: Dissertation Abstracts International, Volume: 69-01, Section: B, page: 0447.
Thesis (Ph.D.)--Chinese University of Hong Kong, 2007.
Includes bibliographical references (p. 200-206).
Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web.
Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [200-] System requirements: Adobe Acrobat Reader. Available via World Wide Web.
Abstracts in English and Chinese.
School code: 1307.
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Lamotte, W., Rae A. Earnshaw, Reeth F. Van, E. Flerackers, and de Matos J. Mena. "VISINET: Collaborative 3D Visualization and Virtual Reality over Trans-European ATM Networks." 1997. http://hdl.handle.net/10454/7078.

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No
Visinet is a trans-European 3D collaborative design project that brings together computer scientists, application developers, design specialists, and users in the context of shared environments supported by ATM networks. Experiments and trials have been conducted for the key application domains of architectural and industrial design. Different types of virtual representation and computer-supported collaborative work are applied to real-life projects between partners at different locations in Europe. Measurements of network requirements have enabled cost/benefits to be quantified. Measurements of user satisfaction and speed of completion of the design to product cycle have also been made, resulting in a greater understanding of the ways in which collaborative design environments linked by high-speed networks affect this cycle. Additional experiments are currently being conducted on the way in which an ATM backbone between principal partners in a project can be complemented with ISDN links to partners in a local area.
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Hauber, Jörg. "Understanding remote collaboration in video collaborative virtual environments : a thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy in the University of Canterbury /." 2008. http://library.canterbury.ac.nz/etd/adt-NZCU20080528.114155.

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49

Oda, Ohan. "Supporting Multi-User Interaction in Co-Located and Remote Augmented Reality by Improving Reference Performance and Decreasing Physical Interference." Thesis, 2016. https://doi.org/10.7916/D8BC3ZCK.

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One of the most fundamental components of our daily lives is social interaction, ranging from simple activities, such as purchasing a donut in a bakery on the way to work, to complex ones, such as instructing a remote colleague how to repair a broken automobile. While we interact with others, various challenges may arise, such as miscommunication or physical interference. In a bakery, a clerk may misunderstand the donut at which a customer was pointing due to the uncertainty of their finger direction. In a repair task, a technician may remove the wrong bolt and accidentally hit another user while replacing broken parts due to unclear instructions and lack of attention while communicating with a remote advisor. This dissertation explores techniques for supporting multi-user 3D interaction in augmented reality in a way that addresses these challenges. Augmented Reality (AR) refers to interactively overlaying geometrically registered virtual media on the real world. In particular, we address how an AR system can use overlaid graphics to assist users in referencing local objects accurately and remote objects efficiently, and prevent co-located users from physically interfering with each other. My thesis is that our techniques can provide more accurate referencing for co-located and efficient referencing for remote users and lessen interference among users. First, we present and evaluate an AR referencing technique for shared environments that is designed to improve the accuracy with which one user (the indicator) can point out a real physical object to another user (the recipient). Our technique is intended for use in otherwise unmodeled environments in which objects in the environment, and the hand of the indicator, are interactively observed by a depth camera, and both users wear tracked see-through displays. This technique allows the indicator to bring a copy of a portion of the physical environment closer and indicate a selection in the copy. At the same time, the recipient gets to see the indicator's live interaction represented virtually in another copy that is brought closer to the recipient, and is also shown the mapping between their copy and the actual portion of the physical environment. A formal user study confirms that our technique performs significantly more accurately than comparison techniques in situations in which the participating users have sufficiently different views of the scene. Second, we extend the idea of using a copy (virtual replica) of physical object to help a remote expert assist a local user in performing a task in the local user's environment. We develop an approach that uses Virtual Reality (VR) or AR for the remote expert, and AR for the local user. It allows the expert to create and manipulate virtual replicas of physical objects in the local environment to refer to parts of those physical objects and to indicate actions on them. The expert demonstrates actions in 3D by manipulating virtual replicas, supported by constraints and annotations. We performed a user study of a 6DOF alignment task, a key operation in many physical task domains. We compared our approach with another 3D approach that also uses virtual replicas, in which the remote expert identifies corresponding pairs of points to align on a pair of objects, and a 2D approach in which the expert uses a 2D tablet-based drawing system similar to sketching systems developed for prior work by others on remote assistance. The study shows the 3D demonstration approach to be faster than the others. Third, we present an interference avoidance technique (Redirected Motion) intended to lessen the chance of physical interference among users with tracked hand-held displays, while minimizing their awareness that the technique is being applied. This interaction technique warps virtual space by shifting the virtual location of a user's hand-held display. We conducted a formal user study to evaluate Redirected Motion against other approaches that either modify what a user sees or hears, or restrict the interaction capabilities users have. Our study was performed using a game we developed, in which two players moved their hand-held displays rapidly in the space around a shared gameboard. Our analysis showed that Redirected Motion effectively and imperceptibly kept players further apart physically than the other techniques. These interaction techniques were implemented using an extensible programming framework we developed for supporting a broad range of multi-user immersive AR applications. This framework, Goblin XNA, integrates a 3D scene graph with support for 6DOF tracking, rigid body physics simulation, networking, shaders, particle systems, and 2D user interface primitives. In summary, we showed that our referencing approaches can enhance multi-user AR by improving accuracy for co-located users and increasing efficiency for remote users. In addition, we demonstrated that our interference-avoidance approach can lessen the chance of unwanted physical interference between co-located users, without their being aware of its use.
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(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).

In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.

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