Literatura académica sobre el tema "Virtual computer systems"

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Artículos de revistas sobre el tema "Virtual computer systems"

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Kapralos, B., M. R. Jenkin y E. Milios. "Virtual Audio Systems". Presence: Teleoperators and Virtual Environments 17, n.º 6 (1 de diciembre de 2008): 527–49. http://dx.doi.org/10.1162/pres.17.6.527.

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To be immersed in a virtual environment, the user must be presented with plausible sensory input including auditory cues. A virtual (three-dimensional) audio display aims to allow the user to perceive the position of a sound source at an arbitrary position in three-dimensional space despite the fact that the generated sound may be emanating from a fixed number of loudspeakers at fixed positions in space or a pair of headphones. The foundation of virtual audio rests on the development of technology to present auditory signals to the listener's ears so that these signals are perceptually equivalent to those the listener would receive in the environment being simulated. This paper reviews the human perceptual and technical literature relevant to the modeling and generation of accurate audio displays for virtual environments. Approaches to acoustical environment simulation are summarized and the advantages and disadvantages of the various approaches are presented.
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Михайлюк, Михаил Васильевич, Дмитрий Алексеевич Кононов y Дмитрий Михайлович Логинов. "Situational Modeling Technology in Virtual Environment Systems". Russian Digital Libraries Journal 24, n.º 5 (6 de noviembre de 2021): 889–901. http://dx.doi.org/10.26907/1562-5419-2021-24-5-889-901.

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The technology of modelling various situations in virtual environment systems, which are computer three-dimensional models of a real or artificial environment, is discussed. The user can view these scenes directly on the computer screen, wall screen, in a stereo glasses, virtual reality glasses, etc. He can also move inside a virtual scene and interact with its objects. In turn, the environment can also change. This allows modelling of various situations (situation modelling) in the virtual environment system. With such modelling, some static or dynamic situation is set in the virtual environment system in which the operator must perform the tasks assigned to him. A mechanism for setting situations by changing a virtual three-dimensional scene using configuration files and virtual control panels is proposed. A special language has been developed for writing configuration files, and a special editor has been developed for creating virtual control panels. The approbation of the proposed methods is presented on the examples of two virtual scenes: a training ground for mobile robots and a jet backpack for the rescue of an astronaut in outer space.
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Swartout, William, Ron Artstein, Eric Forbell, Susan Foutz, H. Chad Lane, Belinda Lange, Jacquelyn Ford Morie, Albert Skip Rizzo y David Traum. "Virtual Humans for Learning". AI Magazine 34, n.º 4 (15 de diciembre de 2013): 13–30. http://dx.doi.org/10.1609/aimag.v34i4.2487.

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Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.
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Fok, S. C. y F. L. Tan. "Virtual Prototyping of Thermal Management Systems". Applied Mechanics and Materials 392 (septiembre de 2013): 201–5. http://dx.doi.org/10.4028/www.scientific.net/amm.392.201.

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This paper presents an application of computer technologyin the virtual prototyping of thermal management systems. The main advantages of this virtual prototyping approach include the search of standard thermoelectric cooling (TEC) components, as well as comparison of the thermal performances and costs of the resulting system prototypes. The framework and implementation are discussed in the paper.
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Mamaghani, Farid. "What makes virtual systems a reality". ACM SIGGRAPH Computer Graphics 28, n.º 2 (mayo de 1994): 105–9. http://dx.doi.org/10.1145/178951.178960.

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Mohammed Musharaf Z, Meril Akash. J y M. Malleswari. "Dynamic virtual assistance of I/O functionalities". World Journal of Advanced Engineering Technology and Sciences 8, n.º 2 (30 de marzo de 2023): 023–33. http://dx.doi.org/10.30574/wjaets.2023.8.2.0061.

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With significant advancements being witnessed in the engineering industry daily, it has become increasingly vital for society to seek out particular new ways of interacting with computer technology and automation as their demand grows in society. Today, every device is developing the use of touch screen technology on its computer systems, although it is not cost-effective to use in all applications. A specialized system, similar to a virtual device, that provides object pursuit (tracking) and Gestures to let us engage; it might be an effective alternative to the standard touch screen and also the solid physical gadgets. The goal is to create an object pursuit (tracking) program that communicates with the computer system. This proposed model is a computer vision-based control system that involves hand movements taken from a digital camera via a hand detection technique implemented with OpenCV libraries. Our project applies gesture recognition as a topic that comes under two computer science fields augmented reality and human-computer interaction and we have created a virtual gesture system to elucidate human gestures through mathematical algorithms. Users can use simple finger or hand gestures to control or interact with the system without physically touching them and also included voice assistance to start and end the gesture controlling system. Gesture recognition can be viewed as a way for computers to begin to recognize human body language and signs, thus stuffing the void between computing systems and humans than the earliest text user interfaces or even graphical user interfaces, which still limit the majority of input to keyboard and mouse are may not be very efficient at all times. The algorithm is focused on deep learning for detecting the gestures. Hence, the proposed system will avoid the pandemic situation of COVID-19 spread by reducing the human interaction with the devices to control the system
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Angster, Scott y Sankar Jayaram. "Open Architecture Framework for Integrated Virtual Product Development Systems". International Journal of Virtual Reality 3, n.º 1 (1 de enero de 1997): 1–26. http://dx.doi.org/10.20870/ijvr.1997.3.1.2618.

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In the current marketplace, products are required to proceed rapidly from conceptualization to production. This has put a great deal of pressure on the current state of computer software systems. These include computer-aided design and manufacturing systems, design for assembly systems, design for manufacture systems, and manufacturing simulation systems. Modern product development processes call for rapid designs and adapting designs to suit ever changing customer requirements. Virtual prototyping is allowing engineers to quickly create digital prototypes, allowing for quick evaluation of conceptual designs. New technologies such as virtual reality are now being used to aid engineers in the area of virtual prototyping. Existing systems using virtual reality technology are limited in their expandability, customization, or usability with current design software systems. This paper discusses an expandable and customizable architecture aimed at integrating virtual product development tools.
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Vichare, Parag, Xianzhi Zhang, Vimal Dhokia, Wai M. Cheung, Wenlei Xiao y Lianyu Zheng. "Computer numerical control machine tool information reusability within virtual machining systems". Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 232, n.º 4 (17 de mayo de 2017): 593–604. http://dx.doi.org/10.1177/0954405417708219.

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Virtual machining allows simulation of the machining process by realistically representing kinematic, static and dynamic behaviour of the intended machine tools. Using this method, manufacturing-related issues can be brought to light and corrected before the product is physically manufactured. Machining systems utilised in the manufacturing processes are represented in the virtual machining environment, and there is a plethora of commercial virtual machining software used in the industry. Each software system has a different focus and approach towards virtual machining; more than one system may be needed to complete machining verification. Thus, the significant increase in the use of virtual machining systems in the industry has increased the need for information reusability. Substantial time and money has been put into the research of virtual machining systems. However, very little of this research has been deployed within industrial best practice, and its acceptance by the end user remains unclear. This article reviews current research trends in the domain of virtual machining and also discusses how much of this research has been taken on board by software vendors in order to facilitate machine tool information reusability. The authors present use cases which utilise the novel concept of machining capability profile and the emerging STEP-NC compliant process planning framework for resource allocation. The use cases clearly demonstrate the benefits of using a neutral file format for representing machining capability profiles, as opposed to remodelling and/or reconfiguring of this information multiple times for different scenarios. This article has shown through the use cases that machining capability profiles are critical for representing recourse information from a kinematic, static and dynamic perspective that commercial software vendors can subsequently use. The impact of this on mainstream manufacturing industry is potentially significant as it will enable a true realisation of interoperability.
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Cavazza, Marc, Fred Charles, Stephen W. Gilroy, Julie Porteous, Gabor Aranyi, Julien Cordry, Gal Raz et al. "Virtual Agents in Brain-Computer Interfaces". International Journal of Virtual Reality 15, n.º 1 (1 de enero de 2015): 48–60. http://dx.doi.org/10.20870/ijvr.2015.15.1.2868.

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The recent development of Brain-Computer Interfaces (BCI) for Virtual Worlds has resulted in a growing interest in realistic visual feedback. In this paper, we investigate the potential role of Virtual Agents in neurofeedback (NF) systems, which constitute an important paradigm for BCI. We discuss the potential of virtual agents to contribute to the success of NF in the specific context of affective BCI. Throughout the paper, we illustrate our presentation with two fully implemented NF prototypes featuring virtual agents. The first is an interactive narrative in which the user empathises with the feature character; the second, an emotion regulation system in which virtual crowd behaviour becomes a metaphor for arousal, as the user attempts to down-regulate their affective state.
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Shinde, Vaibhavi, Rahin Shaikh y Ayush Athare. "VIRTUAL MOUSE WITH INTEGRATED CHATBOT". International Journal Of Mathematics And Computer Research 12, n.º 04 (6 de abril de 2024): 119–4123. http://dx.doi.org/10.47191/ijmcr/v12i4.01.

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Notably, the research addresses challenges in achieving precision and user adaptability within Virtual Gesture Systems. Employing a systematic methodology, the study utilizes cutting-edge hardware and software to capture and analyze data related to hand motion. Additionally, this research integrates a voice assistant-based chatbot with limited functions, expanding the scope of interaction possibilities. The results offer a comprehensive evaluation of the combined Virtual Gesture System and voice-assisted chatbot. This evaluation includes a comparative analysis of accuracy, efficiency, and user satisfaction against existing systems in the field. The ensuing discussion interprets the findings, addressing initial research questions and outlining implications for future development. The integration of a voice assistant-based chatbot enhances the versatility of the system, opening avenues for streamlined and user-friendly interactions. Despite inherent limitations, this research significantly contributes to the understanding of Virtual Gesture Systems, presenting a novel approach to human-computer interaction across diverse domains.
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Tesis sobre el tema "Virtual computer systems"

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Nowostawski, Mariusz y n/a. "Evolvable virtual machines". University of Otago. Department of Information Science, 2008. http://adt.otago.ac.nz./public/adt-NZDU20081204.145510.

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The Evolvable Virtual Machine abstract architecture (EVMA) is a computational architecture for dynamic hierarchically organised virtual machines. The concrete EVM instantiation (EVMI) builds on traditional stack-based models of computation and extends them by notions of hierarchy and reflection on the virtual machine level. The EVM Universe is composed of a number of autonomous and asynchronously communicating EVM machines. The main contribution of this work lies in the new model of computation and in the architecture itself: a novel, compact, flexible and expressive representation of distributed concurrent computation. The EVMA provides a way of expressing and modelling auto-catalytic networks composed of a hierarchical hypercycle of autopoietic subsystems characterised by self-adaptable structural tendencies and self-organised criticality. EVMA provides capabilities for: a) self-learning of dynamical patterns through continuous observation of computable environments, b) self-compacting and generalisation of existing program structures, c) emergence of efficient and robust communication code through appropriate machine assembly on both ends of communication channel. EVMA is in one sense a multi-dimensional generalisation of stack machine with the purpose of modelling concurrent asynchronous processing. EVMA approach can be also seen as a meta-evolutionary theory of evolution. The EVMA is designed to model systems that mimic living autonomous and adaptable computational processes. The EVMI prototype has been designed and developed to conduct experimental studies on complex evolving systems. The generality of our approach not only provides the means to experiment with complex hierarchical, computational and evolutionary systems, but it provides a useful model to evaluate, share and discuss the complex hierarchical systems in general. The EVMA provides a novel methodology and language to pursue research, to understand and to talk about evolution of complexity in living systems. In this thesis, we present the simple single-cell EVMI framework, discuss the multi-cell EVM Universe architecture, present experimental results, and propose further extensions, experimental studies, and possible hardware implementations of the EVMI.
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Watiti, Tom Wanjala. "Vision-based virtual mouse system". To access this resource online via ProQuest Dissertations and Theses @ UTEP, 2009. http://0-proquest.umi.com.lib.utep.edu/login?COPT=REJTPTU0YmImSU5UPTAmVkVSPTI=&clientId=2515.

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King, Steven Paul. "Virtual environments for computer aided control design". Thesis, University of Leeds, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.297652.

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Zhu, Wenzhang. "Distributed JAVA virtual machine with thread migration /". View the Table of Contents & Abstract, 2004. http://sunzi.lib.hku.hk/hkuto/record/B30396773.

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Zhu, Wenzhang y 朱文章. "Distributed JAVA virtual machine with thread migration". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B45015260.

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Denz, Robert. "Securing Operating Systems Through Utility Virtual Machines". Thesis, Dartmouth College, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10190644.

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The advent of hypervisors revolutionized the computing industry in terms of malware prevention and detection, secure virtual machine managers, and cloud resilience. However, this has resulted in a disjointed response to handling known threats rather than preventing unknown zero-day threats. This thesis introduces a new paradigm to cloud computing – utility virtual machines – that directly leverages virtualization hardware for protection and eliminates often accepted roles of the operating system kernel. This represents a break from prevailing practices and serves to establish a hardware root of trust for system operation.

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Lin, Sammy. "Towards virtual machine integrity using introspection /". Online version of thesis, 2009. http://hdl.handle.net/1850/10648.

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Sirer, Emin Gün. "Secure, efficient, and manageable virtual machine systems /". Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/6970.

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Li, Wubin. "Virtual Machine Placement in Cloud Environments". Licentiate thesis, Umeå universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-83385.

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With the emergence of cloud computing, computing resources (i.e., networks, servers, storage, applications, and services) are provisioned as metered on-demand services over networks, and can be rapidly allocated and released with minimal management effort. In the cloud computing paradigm, the virtual machine is one of the most commonly used resource carriers in which business services are encapsulated. Virtual machine placement optimization, i.e., finding optimal placement schemes for virtual machines, and reconfigurations according to the changes of environments, become challenging issues. The primary contribution of this licentiate thesis is the development and evaluation of our combinatorial optimization approaches to virtual machine placement in cloud environments. We present modeling for dynamic cloud scheduling via migration of virtual machines in multi-cloud environments, and virtual machine placement for predictable and time-constrained peak loads in single-cloud environments. The studied problems are encoded in a mathematical modeling language and solved using a linear programming solver. In addition to scientific publications, this work also contributes in the form of software tools (in EU-funded project OPTIMIS) that demonstrate the feasibility and characteristics of the approaches presented.
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Griffiths, R. B. "Virtual memory systems using magnetic bubble memory". Thesis, Bucks New University, 1985. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.356215.

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Libros sobre el tema "Virtual computer systems"

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Simpson, Ted L. Virtual machines companion. Boston: Thomson/Course Technology, 2008.

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Simpson, Ted L. Virtual machines companion. Boston: Thomson/Course Technology, 2008.

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Simpson, Ted L. Virtual machines companion. Boston: Thomson/Course Technology, 2008.

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Simpson, Ted L. Virtual machines companion. Boston: Thomson/Course Technology, 2008.

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1944-, Earnshaw Rae A., Gigante M. A y Jones H, eds. Virtual reality systems. London: Academic Press, 1993.

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John, Vince. Virtual reality systems. Wokingham, England: Addison-Wesley Pub. Co., 1995.

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Haletky, Edward. VMware vSphere and virtual infrastructure security: Securing the virtual environment. Indianapolis, Ind: Prentice Hall, 2009.

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Kolesnikov, Oleg. Building Linux Virtual Private Networks (VPNs). Indianapolis, Ind: New Riders, 2002.

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Sun Microsystems. System administration guide: Devices and file systems. Santa Clara, Calif: Sun Microsystems, 2008.

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Saving money and time with Virtual Server. [Sebastopol, Calif.]: O'Reilly, 2006.

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Capítulos de libros sobre el tema "Virtual computer systems"

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Krebs, Nico, Lothar Schmitz y Uwe M. Borghoff. "Implementing the Universal Virtual Computer". En Computer Aided Systems Theory – EUROCAST 2011, 153–60. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-27549-4_20.

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Wojdała, Andrzej, Marek Gruszewski y Ryszard Olech. "Real-Time Shadow Casting in Virtual Studio". En Advanced Computer Systems, 289–301. Boston, MA: Springer US, 2002. http://dx.doi.org/10.1007/978-1-4419-8530-9_23.

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Xie, Bei y Seyed M. Aghili. "McNeese Computer Networking Virtual Learning Environment". En Lecture Notes in Networks and Systems, 747–52. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-28076-4_53.

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Mcloughlin, Michael. "Overview of Virtual Ambisonic Systems". En Encyclopedia of Computer Graphics and Games, 1–4. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_275-1.

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Mcloughlin, Michael. "Overview of Virtual Ambisonic Systems". En Encyclopedia of Computer Graphics and Games, 1319–22. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_275.

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Aram, Eliat. "Virtual Dynamics and Socio-Technical Systems". En Computer Supported Cooperative Work, 160–69. London: Springer London, 2000. http://dx.doi.org/10.1007/978-1-4471-0411-7_15.

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Machanick, Philip y Brynn Andrew. "Latency Improvement in Virtual Multicasting". En Advances in Computer Systems Architecture, 380–94. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-39864-6_30.

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Kaur, Kulwinder y Alistair Sutcliffe. "Modelling Interaction for Virtual Reality Systems". En Human-Computer Interaction INTERACT ’97, 589–90. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-0-387-35175-9_96.

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de Sorbier de Pougnadoresse, F., P. Bouvier, A. Herubel y V. Biri. "From Research on the Virtual Reality Installation". En Human-Computer Systems Interaction, 335–45. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03202-8_26.

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Smith, James E. "Some Real Observations on Virtual Machines". En Advances in Computer Systems Architecture, 1. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30102-8_1.

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Actas de conferencias sobre el tema "Virtual computer systems"

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Roberts, Scott y Dale Patterson. "Virtual weather systems". En ACSW 2017: Australasian Computer Science Week 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3014812.3014878.

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Roach, David M. y Ilteris Demirkiran. "Computer aided drafting virtual reality interface". En 2017 IEEE/AIAA 36th Digital Avionics Systems Conference (DASC). IEEE, 2017. http://dx.doi.org/10.1109/dasc.2017.8102142.

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Manesh, Hamed Farahani, Mert Bal y Majid Hashemipour. "Applications of Virtual Reality in Computer Integrated Manufacturing Systems". En ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-35331.

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The Virtual Reality (VR) is a computer system, which can save time, cut costs and help to improve the learning process in engineering laboratory education by interactive 3D simulation environments. This paper gives an overview on the VR applications in undergraduate engineering laboratory education and presents a VR system tool ‘Virtual CIM Laboratory’ (VCIMLAB), developed for laboratory training on Computer Integrated Manufacturing (CIM) systems. The proposed VR system is a cost-effective and safe approach of teaching the operations of automated manufacturing systems, which deal primarily with the expensive and complex high technology industrial automation equipments. The VCIMLAB allows students to self-experience on these systems without the need to work on actual equipments in the laboratory.
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Bering, Shannon Rae Fidellaga y Sandra Mae W. Famador. "Virtual Drum Simulator Using Computer Vision". En The 4th IIAE International Conference on Intelligent Systems and Image Processing 2016. The Institute of Industrial Applications Engineers, 2016. http://dx.doi.org/10.12792/icisip2016.066.

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Brock, Bishop, Srinivasan Ramani, Ken Vu, Heather Hanson y Michael Floyd. "Virtual Power Management simulation framework for computer systems". En 2013 IEEE International Symposium on Performance Analysis of Systems and Software (ISPASS). IEEE, 2013. http://dx.doi.org/10.1109/ispass.2013.6557157.

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Kishore Kumar Rejeti, Venkata, Samir Abdul, P. Hari Prasanth, S. Ashok y Shaik Mohammad Sameer. "Virtual Fit using Computer Vision and Trimesh". En 2023 Second International Conference on Electronics and Renewable Systems (ICEARS). IEEE, 2023. http://dx.doi.org/10.1109/icears56392.2023.10084945.

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Collins, Tim, Sandra I. Woolley, Luis Hernandez Munoz, Andrew Lewis, Eugene Ch'ng y Erlend Gehlken. "Computer-assisted reconstruction of virtual fragmented cuneiform tablets". En 2014 International Conference on Virtual Systems & Multimedia (VSMM). IEEE, 2014. http://dx.doi.org/10.1109/vsmm.2014.7136691.

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Nilsson, Jonas, Anders C. E. Odblom, Jonas Fredriksson, Adeel Zafar y Fahim Ahmed. "Performance evaluation method for mobile computer vision systems using augmented reality". En 2010 IEEE Virtual Reality Conference (VR). IEEE, 2010. http://dx.doi.org/10.1109/vr.2010.5444821.

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Cezar, Botezatu, Carutasu George y Cornelia Paulina Botezatu. "Virtual enterprise specific management systems". En 2011 3rd International Conference on Computer Research and Development (ICCRD). IEEE, 2011. http://dx.doi.org/10.1109/iccrd.2011.5763932.

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DAO, SON DUY, KAZEM ABHARY y ROMEO MARIAN. "THE LATEST DEVELOPMENTS IN VIRTUAL COMPUTER-INTEGRATED MANUFACTURING SYSTEMS". En International MultiConference of Engineers and Computer Scientists (IMECS 2016) & World Congress on Engineering (WCE 2016). WORLD SCIENTIFIC, 2017. http://dx.doi.org/10.1142/9789813226203_0019.

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Informes sobre el tema "Virtual computer systems"

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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko y Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], febrero de 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article.
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Osadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov y Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], noviembre de 2020. http://dx.doi.org/10.31812/123456789/4417.

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The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been identified. Based on analysis of latest publications and experience of using of augmented and virtual reality technologies, as well as the concept of adaptive learning, conceptual model of learning based on the combined capabilities of AR and VR technologies with adaptive learning systems has been designed. The use of VR and AR technologies as a special information environment is justified, which is applied in accordance with the identified dominant type of students' thinking. The prospects of using the proposed model in training process at educational institutions for the implementation and support of new teaching and learning strategies, as well as improving learning outcomes are determined by the example of such courses as “Algorithms and data structures”, “Computer graphics and three-dimensional modeling”, “Circuit Engineering”, “Computer Architecture”.
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Proskura, Svitlana L. y Svitlana H. Lytvynova. The approaches to Web-based education of computer science bachelors in higher education institutions. [б. в.], julio de 2020. http://dx.doi.org/10.31812/123456789/3892.

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The problem of organizing of Web-based education of bachelors, and the bachelors of computer science in particular, is relevant for higher education institutions. The IT industry puts forward new requirements for future IT professionals training. This, in its turn, requires the educational process modernization: content specification, updating of forms, methods and means of training to meet the demands of socio-economic development of the society in general and bachelors of computer science in particular. The article analyzes and clarifies the notion of Web-based education of bachelors; as well as a line of approaches, such as approaches to the organization of Web-based learning for A La Carte, Station Rotation, Lab Rotation, Individual Rotation, Flipped Learning scenario; the necessity of cloud computing and virtual classroom use as a component of Web-based learning is substantiated. It is established that with the advent of a large number of cloud-based services, augmented and virtual realities, new conditions are created for the development of skills to work with innovative systems. It is noted that the implementation of the approaches to the organization of student Web-based education is carried out on international level, in such projects as Erasmus+ “Curriculum for Blended Learning” and “Blended learning courses for teacher educators between Asia and Europe”. The article features the results of programming students survey on the use of Web-based technologies while learning, namely the results of a new approach to learning organization according to the formula – traditional (30%), distance (50%) and project (20%) training.
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Kozlovsky, Evgen O. y Hennadiy M. Kravtsov. Мультимедийная виртуальная лаборатория по физике в системе дистанционного обучения. [б. в.], agosto de 2018. http://dx.doi.org/10.31812/0564/2455.

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Research goals: the description of technology of software development in Physics Virtual Laboratory for Distance Learning System. Research objectives: the architecture of client and server parts of the lab, the functionality of the system modules, user roles, as well as the principles of virtual laboratory use on a personal computer. Object of research: the distance learning system “Kherson Virtual University”. Subject of research: virtual laboratory for physics in the distance learning. Research methods used: analysis of statistics and publications. Results of the research. The development of the software module “Virtual Lab” in distance learning system “Kherson Virtual University” (DLS KVU) applied to the problems of physics on topics kinematics and dynamics. The information technology design and development, the structure of the virtual laboratory, and its place in the DLS KVU are described. The principal modes of the program module operation in the system and methods for its use in the educational process are described. The main conclusions and recommendations. The use of this software interface allows teachers to create labs and use them in their distance courses. Students, in turn, will be able to conduct research, carrying out virtual laboratory work.
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Shukla, Indu, Rajeev Agrawal, Kelly Ervin y Jonathan Boone. AI on digital twin of facility captured by reality scans. Engineer Research and Development Center (U.S.), noviembre de 2023. http://dx.doi.org/10.21079/11681/47850.

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The power of artificial intelligence (AI) coupled with optimization algorithms can be linked to data-rich digital twin models to perform predictive analysis to make better informed decisions about installation operations and quality of life for the warfighters. In the current research, we developed AI connected lifecycle building information models through the creation of a data informed smart digital twin of one of US Army Corps of Engineers (USACE) buildings as our test case. Digital twin (DT) technology involves creating a virtual representation of a physical entity. Digital twin is created by digitalizing data collected through sensors, powered by machine learning (ML) algorithms, and are continuously learning systems. The exponential advance in digital technologies enables facility spaces to be fully and richly modeled in three dimensions and can be brought together in virtual space. Coupled with advancement in reinforcement learning and computer graphics enables AI agents to learn visual navigation and interaction with objects. We have used Habitat AI 2.0 to train an embodied agent in immersive 3D photorealistic environment. The embodied agent interacts with a 3D environment by receiving RGB, depth and semantically segmented views of the environment and taking navigational actions and interacts with the objects in the 3D space. Instead of training the robots in physical world we are training embodied agents in simulated 3D space. While humans are superior at critical thinking, creativity, and managing people, whereas robots are superior at coping with harsh environments and performing highly repetitive work. Training robots in controlled simulated world is faster and can increase their surveillance, reliability, efficiency, and survivability in physical space.
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Bilovska, Natalia. HYPERTEXT: SYNTHESIS OF DISCRETE AND CONTINUOUS MEDIA MESSAGE. Ivan Franko National University of Lviv, marzo de 2021. http://dx.doi.org/10.30970/vjo.2021.50.11104.

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In the article we interpret discrete and continuous message as interrupted and constant, limited and continual text, which has specific features and a number of differences between traditional (one-dimensional) text and hypertext (multidimensional). The purpose of this study is to define the concept of “hypertext”, consideration of its characteristics and features of the structure, similarities and differences with the traditional text, including the message in the media and communication. To achieve the goal of the study, we used a number of methods typical of journalism. Empirical analysis enabled a generalized description of the subject of study, which allowed to know it as a phenomenon. With the help of generalization the characteristic and specific regularities and principles of hypertext were studied. The system method is used to identify the dependence of each element of hypertext on its place in the text system as a whole. The retrospective method helped to understand the preconditions for the emergence of hypertext, to trace the dynamics of its development. General scientific methods (analysis, synthesis, induction, deduction) made it possible to formulate the conclusions of the study. Thanks to hypertext and the hypertext systems, the concept of virtual reality has gained tangible meaning. In hypertext space, virtuality organically complements reality. The state of virtuality, in this case, becomes the concept of hyperreality, and all this merges into a single whole in the space of computer text. Due to its volume and multidimensionality, hypertext can arouse scientific interest as an interdisciplinary discipline. In today’s world, the phenomenon of hypertext has been the subject of numerous discussions, conferences and research in the field of social communications, linguistics and psychology. Today, a significant number of organizations conduct large-scale research based on the concepts of hypertext associations and associative navigation.
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7

McInerney, Michael K. y John M. Carlyle. : Demonstration of Acoustic Sensing Techniques for Fuel-Distribution System Condition Monitoring : Final Report on Project F07-AR07. Engineer Research and Developmenter Center (U.S.), enero de 2021. http://dx.doi.org/10.21079/11681/39560.

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Leaks in fuel storage tanks and distribution piping systems have been identified as a mission-critical problem by the Department of Defense and the U.S. Army. Fuel system leaks are often hard to locate and virtually inaccessible for efficient repair because the piping is often installed under a concrete pad or tarmac. Leak repair could cost up to $2,000, and the cost of cleanup and re-mediation for fuel spills can exceed $50,000. In this project an acoustic remote sensing system was installed to monitor an Army heliport refueling system to determine whether it could detect and accurately locate fuel leaks using computer software technolo-gies to distinguish acoustic leakage signatures from normal fuel system operational noise. Demonstration and validation efforts were disadvantaged by the fact that no fuel leaks occurred in the monitored system for the duration of the project. However, the monitoring system did identify several unusual acoustic events within the fueling system and interpret them as indications of intermittent malfunctions of a check valve and a fuel pump. The 30-year ROI is about 6.42. Further work is required before the technology can be fully implemented: its ability to detect fluid leaks must be proven, and the system specifications must be certified through an EPA third party.
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8

Strutynska, Oksana V., Grygoriy M. Torbin, Mariia A. Umryk y Roman M. Vernydub. Digitalization of the educational process for the training of the pre-service teachers. [б. в.], junio de 2021. http://dx.doi.org/10.31812/123456789/4437.

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According to the Development Concept of the Digital Economy and Society in Ukraine, the priority of this area is to develop a substantial national policy on digitalization of education, as this is the key part of the education reform in Ukraine. For this reason, universities should firstly take into account the particularities of teaching the current generation of students and the needs of the digital society as a whole. This paper considers the process of transition from informatization to digitalization in society, implementation of digital support for the educational process in the university, development of the digital educational environment for the training university teachers, and proposes the digital tools for such an environment. The authors propose several ways to improve the development level of digitalization of the educational environment in the university. This is to take into account the needs of the digital society and the modern generation of students, provide a high level of the digital literacy formation of university graduates and support the development of a new digital security system of the modern university. Aiming to design the digital educational environment for increasing the of educators’ digital literacy level, the authors propose to develop and implement the following computer, multimedia and computer-based learning tools and equipment, which includes blended and distance learning classes, cloud technologies, tools of virtual and augmented reality, tools for gamification of the educational process, educational robotics, tools for learning 3D technologies, MOOCs.
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9

Shani, Uri, Lynn Dudley, Alon Ben-Gal, Menachem Moshelion y Yajun Wu. Root Conductance, Root-soil Interface Water Potential, Water and Ion Channel Function, and Tissue Expression Profile as Affected by Environmental Conditions. United States Department of Agriculture, octubre de 2007. http://dx.doi.org/10.32747/2007.7592119.bard.

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Constraints on water resources and the environment necessitate more efficient use of water. The key to efficient management is an understanding of the physical and physiological processes occurring in the soil-root hydraulic continuum.While both soil and plant leaf water potentials are well understood, modeled and measured, the root-soil interface where actual uptake processes occur has not been sufficiently studied. The water potential at the root-soil interface (yᵣₒₒₜ), determined by environmental conditions and by soil and plant hydraulic properties, serves as a boundary value in soil and plant uptake equations. In this work, we propose to 1) refine and implement a method for measuring yᵣₒₒₜ; 2) measure yᵣₒₒₜ, water uptake and root hydraulic conductivity for wild type tomato and Arabidopsis under varied q, K⁺, Na⁺ and Cl⁻ levels in the root zone; 3) verify the role of MIPs and ion channels response to q, K⁺ and Na⁺ levels in Arabidopsis and tomato; 4) study the relationships between yᵣₒₒₜ and root hydraulic conductivity for various crops representing important botanical and agricultural species, under conditions of varying soil types, water contents and salinity; and 5) integrate the above to water uptake term(s) to be implemented in models. We have made significant progress toward establishing the efficacy of the emittensiometer and on the molecular biology studies. We have added an additional method for measuring ψᵣₒₒₜ. High-frequency water application through the water source while the plant emerges and becomes established encourages roots to develop towards and into the water source itself. The yᵣₒₒₜ and yₛₒᵢₗ values reflected wetting and drying processes in the rhizosphere and in the bulk soil. Thus, yᵣₒₒₜ can be manipulated by changing irrigation level and frequency. An important and surprising finding resulting from the current research is the obtained yᵣₒₒₜ value. The yᵣₒₒₜ measured using the three different methods: emittensiometer, micro-tensiometer and MRI imaging in both sunflower, tomato and corn plants fell in the same range and were higher by one to three orders of magnitude from the values of -600 to -15,000 cm suggested in the literature. We have added additional information on the regulation of aquaporins and transporters at the transcript and protein levels, particularly under stress. Our preliminary results show that overexpression of one aquaporin gene in tomato dramatically increases its transpiration level (unpublished results). Based on this information, we started screening mutants for other aquaporin genes. During the feasibility testing year, we identified homozygous mutants for eight aquaporin genes, including six mutants for five of the PIP2 genes. Including the homozygous mutants directly available at the ABRC seed stock center, we now have mutants for 11 of the 19 aquaporin genes of interest. Currently, we are screening mutants for other aquaporin genes and ion transporter genes. Understanding plant water uptake under stress is essential for the further advancement of molecular plant stress tolerance work as well as for efficient use of water in agriculture. Virtually all of Israel’s agriculture and about 40% of US agriculture is made possible by irrigation. Both countries face increasing risk of water shortages as urban requirements grow. Both countries will have to find methods of protecting the soil resource while conserving water resources—goals that appear to be in direct conflict. The climate-plant-soil-water system is nonlinear with many feedback mechanisms. Conceptual plant uptake and growth models and mechanism-based computer-simulation models will be valuable tools in developing irrigation regimes and methods that maximize the efficiency of agricultural water. This proposal will contribute to the development of these models by providing critical information on water extraction by the plant that will result in improved predictions of both water requirements and crop yields. Plant water use and plant response to environmental conditions cannot possibly be understood by using the tools and language of a single scientific discipline. This proposal links the disciplines of soil physics and soil physical chemistry with plant physiology and molecular biology in order to correctly treat and understand the soil-plant interface in terms of integrated comprehension. Results from the project will contribute to a mechanistic understanding of the SPAC and will inspire continued multidisciplinary research.
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