Teses / dissertações sobre o tema "Shared virtual environments"
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Kotziampasis, Ioannis. "Seamlessly integrated distributed shared virtual environments". Thesis, University of Bristol, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.396710.
Texto completo da fonteGodfrey, Andrew. "Distributed shared memory for virtual environments". Master's thesis, University of Cape Town, 1997. http://hdl.handle.net/11427/9516.
Texto completo da fonteThis 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.
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.
Texto completo da fontePh.D.
School of Computer Science;
Engineering and Computer Science;
Engineering and Computer Science
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.
Texto completo da fonteSankaranarayanan, 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.
Texto completo da fonteWolff, 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.
Texto completo da fonteLin, 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.
Texto completo da fonteKim, 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.
Texto completo da fonteFeliciano, 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
Chang, Francis. "Towards Constructing Interactive Virtual Worlds". PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.
Texto completo da fonteMandla, Siyabulela. "Second life: a support teaching methodology for entrepreneurship". Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1019728.
Texto completo da fonteRysavy, Wayne Erik. "Virtually there : social structure over time and space /". [Boise, Idaho] : Boise State University, 2009. http://scholarworks.boisestate.edu/td/62/.
Texto completo da fonteGanskop, Dean. "Psychological benefits and educational potential of physically immersive artificial environment pedagogy /". Online version of thesis, 2010. http://hdl.handle.net/1850/12250.
Texto completo da fonteRodrigues, 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.
Texto completo da fonteMade available in DSpace on 2018-12-04T11:46:19Z (GMT). No. of bitstreams: 1 Felipe Antunes de Oliveira Rodrigues.pdf: 2502573 bytes, checksum: b9be7ad020151fc8cbad343711414219 (MD5) Previous issue date: 2018-09-24
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
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.
Texto completo da fonteRecent 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
Schuwerk, Clemens [Verfasser], Eckehard [Akademischer Betreuer] [Gutachter] Steinbach e 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.
Texto completo da fontePerera, 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.
Texto completo da fonteDow, Steven P. "Understanding user engagement in immersive and interactive stories". Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26468.
Texto completo da fonteCommittee 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.
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.
Texto completo da fonteOliveira, 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.
Texto completo da fonteMade available in DSpace on 2018-03-16T12:14:20Z (GMT). No. of bitstreams: 1 Célio Pereira Oliveira Neto.pdf: 1972237 bytes, checksum: 6b1b44dbd5812a6b4a068c6627f3426a (MD5) Previous issue date: 2018-02-26
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
Getchell, Kristoffer M. "Enabling exploratory learning through virtual fieldwork". Thesis, University of St Andrews, 2010. http://hdl.handle.net/10023/923.
Texto completo da fonteWatson, 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.
Texto completo da fonteClaude, Guillaume. "Séquencement d'actions en environnement virtuel collaboratif". Thesis, Rennes, INSA, 2016. http://www.theses.fr/2016ISAR0010/document.
Texto completo da fonteWe 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
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.
Texto completo da fonteTese (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
Schweizer, Bobby. "Representations of the city in video games". Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/28251.
Texto completo da fonteCommittee Chair: Pearce, Celia; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth; Committee Member: Nitsche, Michael.
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.
Texto completo da fonteNas 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.
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
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.
Texto completo da fonteIn 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.
Mendes, Barbosa Álvaro Manuel. "Computer-suported cooperative work for music applications". Doctoral thesis, Universitat Pompeu Fabra, 2006. http://hdl.handle.net/10803/7536.
Texto completo da fonteLa 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.
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.
Texto completo da fonteTeleoperation 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.
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.
Texto completo da fonteHoda, 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.
Texto completo da fonteKring, 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.
Texto completo da fontePh.D.
Department of Psychology
Arts and Sciences
Psychology
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.
Texto completo da fonteSilva, 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.
Texto completo da fonteMade available in DSpace on 2018-11-07T12:23:41Z (GMT). No. of bitstreams: 1 Leonardo Florêncio da Silva.pdf: 35190693 bytes, checksum: e417a59f537fe58b1978aa8931e59920 (MD5) Previous issue date: 2018-09-11
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
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.
Texto completo da fonteVick, 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.
Texto completo da fonteKeukelaere, 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.
Texto completo da fonteIn 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
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.
Texto completo da fonteDue 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
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.
Texto completo da fonteService 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.
Li, Yanfang. "Shared control: Active haptic assistance for motor skill training in virtual environments". Thesis, 2008. http://hdl.handle.net/1911/22142.
Texto completo da fonteLinebarger, 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.
Texto completo da fonteBartlett, Robert Graham, University of Western Sydney, College of Health and Science e 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.
Texto completo da fonteDoctor of Philosophy (PhD)
Sousa, Catarina Carneiro de. "Virtual Corporeality and Shared Creativity - Embodying Avatars in the Metaverse". Doctoral thesis, 2017. http://hdl.handle.net/10316/32182.
Texto completo da fonteO 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.
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.
Texto completo da fonte"A dynamic, distributive and heterogeneous authorization policy management framework". Thesis, 2007. http://library.cuhk.edu.hk/record=b6074374.
Texto completo da fonteTo 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.
Lamotte, W., Rae A. Earnshaw, Reeth F. Van, E. Flerackers e de Matos J. Mena. "VISINET: Collaborative 3D Visualization and Virtual Reality over Trans-European ATM Networks". 1997. http://hdl.handle.net/10454/7078.
Texto completo da fonteVisinet 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.
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.
Texto completo da fonteOda, 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.
Texto completo da fonte(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization". Thesis, 2020.
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