Дисертації з теми "An evolving model of reality"

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1

Вишняк, М. Ю. "Эволюционирующая модель предметной области как инструмент непрерывного образования". Thesis, УАДО, 2003. http://openarchive.nure.ua/handle/document/5278.

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Анотація:
Непрерывное образование или образование в течение всей жизни становятся атрибутом современного мира. Предлагается использовать эволюционирующую модель реальности в качестве инструментов непрерывного образования. Модель позволяет существенно повысить эффективность и результативность работы с быстро растущими объемами знаний и организации обучения на рабочем месте. Представлены содержание модели, формы представления знаний, возможные области применения, список направлений исследований. Continuous education or an education during a life becomes as an attribute of the modern world. It is suggested to use an evolved model of the reality as the continuous education tools. The model allows raising essentially an effectiveness and efficiency of a work with fast growing volumes of knowledge and organizing training on working place. The model contents, knowledge representation forms, possible application areas, list of research directions are present.
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2

Fuchs, Alexander Tinelli C. "Evolving model evolution." [Iowa City, Iowa] : University of Iowa, 2009. http://ir.uiowa.edu/etd/361.

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3

Fuchs, Alexander. "Evolving model evolution." Diss., University of Iowa, 2009. https://ir.uiowa.edu/etd/361.

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Анотація:
Automated theorem proving is a method to establish or disprove logical theorems. While these can be theorems in the classical mathematical sense, we are more concerned with logical encodings of properties of algorithms, hardware and software. Especially in the area of hardware verification, propositional logic is used widely in industry. Satisfiability Module Theories (SMT) is a set of logics which extend propositional logic with theories relevant for specific application domains. In particular, software verification has received much attention, and efficient algorithms have been devised for reasoning over arithmetic and data types. Built-in support for theories by decision procedures is often significantly more efficient than reductions to propositional logic (SAT). Most efficient SAT solvers are based on the DPLL architecture, which is also the basis for most efficient SMT solvers. The main shortcoming of both kinds of logics is the weak support for non-ground reasoning, which noticeably limits the applicability to real world systems. The Model Evolution Calculus (ME) was devised as a lifting of the DPLL architecture from the propositional setting to full first-order logic. In previous work, we created the solver Darwin as an implementation of ME, and showed how to adapt improvements from the DPLL setting. The first half of this thesis is concerned with ME and Darwin. First, we lift a further crucial ingredient of SAT and SMT solvers, lemma-learning, to Darwin and evaluate its benefits. Then, we show how to use Darwin for finite model finding, and how this application benefits from lemma-learning. In the second half of the thesis we present Model Evolution with Linear Integer Arithmetic (MELIA), a calculus combining function-free first-order logic with linear integer arithmetic (LIA). MELIA is based on ME and supports similar inference rules and redundancy criteria. We prove the correctness of the calculus, and show how to obtain complete proof procedures and decision procedures for some interesting classes of MELIA's logic. Finally, we explain in detail how MELIA can be implemented efficiently based on the techniques employed in SMT solvers and Darwin.
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4

Zhou, Xiaowei. "Evolving Intelligent Systems with a Neuro-Fuzzy Model." Thesis, Lancaster University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.524755.

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5

Greaney, Kevin J. "Evolving a simulation model product line software architecture from heterogeneous model representations." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03sep%5FGreaney%5FPhD.pdf.

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6

Storsveen, Anders. "Evolving a 2D Model of an Eye using CPPNs." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8858.

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This papers uses CPPNs to evolve 2D models of an eye. These models are graded by a fitness function award high information retrieval. The papers shows resulting models with intersting properties and which are similar in form to real world eyes.

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7

Grigoriou, Georgios. "Structure evolving systems : model structure evolution and system properties." Thesis, City University London, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.576948.

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This thesis deals with a new paradigm for Complex Systems of an evolving structure which is referred to as Structure Evolving Systems (SES). A wide range of challenging issues are concerned involving the evolution of structure and associated system properties through different forms of complexity and these are closely related to integrated system design. The thesis deals specifically with issues related to the representation of t.he different forms of structural evolut.ion. A number of new forms of evolution are introduced expressing differ- ent design problems, such as Design Time Evolution, Dimensional Graph Evolution, Life Cycle Structural Evolution, Cascade Design Evolution. The main objective is to develop a representation framework for the different types of structural evolution which will offer the proper set up for the study of evolution of structural characteristics and system prop- erties. The main part of the study is concerned with the development of representation of the System Structure Evolution in terms of a chain of models as a way to represent the different stages of Design Time Evolution which involves the modelling of a system from the very early stages up to the late stages when detailed descriptions are used for design. The development of nested representations for the case of Single-Input, Single-Output Systems is presented here based on the theory of continuous fraction expansion of rational functions and then examine property evolution within the naturally generated nests. A " natural" way for generating chains of models of variable complexity is introduced based on a frequency domain approach using the infinite Laurent expansion. This approach provides a natural link to the problem of partial realization, which in turn provides a useful set up for tpe study of evolution of system structure and properties. Within the framework of Cascade Design Evolution, we develop a generic representation describing the evolution from the aggregate system to the composite system. This involves the development of the new concept of COTY1- pleteness of composition. We also clarify the notion of deviations from completeness ,; , develop a representation of the noncomplete composite system in terms of standard control concepts and tools. This provides the fundamentals for the development of a control theory based approach for designing composite systems with desirable structural characteristics. Within this framework, completeness is expressed as output feedback and deviations from completeness as input and output decentralized squaring down. This representation pro- vides control concepts and tools which allow the structuring of linear composite systems to be addressed as a problem of generalised control design. The present work contributes to the development of the theory of the new system paradigm and studies the evolution of a number of system properties under different types of system structure evolution.
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8

Mitchell, Lawrence. "Competition in an evolving stochastic market." Thesis, University of Edinburgh, 2009. http://hdl.handle.net/1842/4352.

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"In an efficient market all identical goods must have only one price." So states the aptly named law of one price. In the real world, however, one may easily verify that identical products are often sold for different prices. This thesis develops an extension of the Bertrand model in economics to include spatially localised competition to explain this price variation, which is then studied through simulation methods and theoretical analysis. Our model studies the effect that local heterogeneities in the environment experienced by sellers have on successful pricing strategies. Taking inspiration from models of evolutionary dynamics, we define the fitness of a seller and evolve seller prices through selection and mutation. We find three distinct steady states in our model related to the probability that a seller experiences competition for a buyer, mediated by the number of bankrupt sites in the system. When competition-free sales are unlikely, the system collapses on to a single price. If temporary monopoly situations do exist sellers can accumulate capital and variation in prices is stable. In this scenario, sellers spontaneously separate into two classes: cheap sellers – requiring sales to every potential buyer; and expensive sellers – requiring only occasional sales. Finally, we find an intermediate regime in which there is a single highly favoured price in the system which oscillates between high and low extrema. We study the properties of these steady states in detail, building a picture of how globally uncompetitive sellers can nonetheless survive if competition is strictly local. We show how the system builds up correlations, leading to niches for expensive sellers. These niches change the nature of the competition and allow for long-term survival of uncompetitive sellers. Not all expensive prices are equally likely in the steady state and we analyse why (and where) peaks in the price distribution appear. We can do this exactly for the early time dynamics of the model and extend the argument more qualitatively to the steady state. This latter analysis allows us to predict, for an observed steady distribution, the minimum price an expensive seller should charge to guarantee profit. The oscillatory ‘steady state’ is qualitatively reminiscent of boom and bust cycles in the global market. We study methods to suppress the oscillations and suggest ways of avoiding catastrophic crashes in the global economy – without negatively affecting the ability of outliers to make large profits.
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9

Åkervik, Espen. "Feedback Control of Spatially Evolving Flows." Licentiate thesis, KTH, Mechanics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4283.

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In this thesis we apply linear feedback control to spatially evolving flows in order to minimize disturbance growth. The dynamics is assumed to be described by the linearized Navier--Stokes equations. Actuators and sensor are designed and a Kalman filtering technique is used to reconstruct the unknown flow state from noisy measurements. This reconstructed flow state is used to determine the control feedback which is applied to the Navier--Stokes equations through properly designed actuators. Since the control and estimation gains are obtained through an optimization process, and the Navier--Stokes equations typically forms a very high-dimensional system when discretized there is an interest in reducing the complexity of the equations. One possible approach is to perform Fourier decomposition along (almost) homogeneous spatial directions and another is by constructing a reduced order model by Galerkin projection on a suitable set of vectors. The first strategy is used to control the evolution of a range of instabilities in the classical family of Falkner--Skan--Cooke flows whereas the second is applied to a more complex cavity type of geometry.

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10

ラハディアン, ユスフ, and Rahadian Yusuf. "Evolving user-specific emotion recognition model via incremental genetic programming." Thesis, https://doors.doshisha.ac.jp/opac/opac_link/bibid/BB13044976/?lang=0, 2017. https://doors.doshisha.ac.jp/opac/opac_link/bibid/BB13044976/?lang=0.

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Анотація:
本論文では,漸進型遺伝的プログラミングを用いて特定ユーザを対象にした感情認識モデルを進化的に実現する方法論について提案した.特徴量の木構造で解を表現する遺伝的プログラミングを用い,時間情報も含め顔表情データを取得できる汎用センサの情報を基にユーザ適応型の感情認識モデルを進化させた.同時に遺伝的プログラミングの非決定性,汎化性の欠如,過適応に対処するため,進化を漸進的に展開する機構を組み込んだ漸進型遺伝的プログラミング法を開発した.
This research proposes a model to tackle challenges common in Emotion Recognition based on facial expression. First, we use pervasive sensor and environment, enabling natural expressions of user, as opposed to unnatural expressions on a large dataset. Second, the model analyzes relevant temporal information, unlike many other researches. Third, we employ user-specific approach and adaptation to user. We also show that our evolved model by genetic programming can be analyzed on how it really works and not a black-box model.
博士(工学)
Doctor of Philosophy in Engineering
同志社大学
Doshisha University
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11

Sieunarine, Clint Vaalmicki. "Evolving access control : formal models and analysis." Thesis, University of Oxford, 2011. http://ora.ox.ac.uk/objects/uuid:46dde528-207c-4e86-a282-20e73a5de10c.

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Any model of access control has two fundamental aims: to ensure that resources are protected from inappropriate access and to ensure that access by authorised users is appropriate. Traditionally, approaches to access control have fallen into one of two categories: discretionary access control (DAC) or mandatory access control (MAC). More recently, role-based access control (RBAC) has offered the potential for a more manageable and flexible alternative. Typically, though, whichever model is adopted, any changes in the access control policy will have to be brought about via the intervention of a trusted administrator. In an ever-more connected world, with a drive towards autonomic computing, it is inevitable that a need for systems that support automatic policy updates in response to changes in the environment or user actions will emerge. Indeed, data management guidelines and legislation are often written at such a high level of abstraction that there is almost an implicit assumption that policies should react to contextual changes. Furthermore, as access control policies become more complicated, there is a clear need to express and reason about such entities at a higher level of abstraction for any meaningful analysis to be tractable, especially when consideration of complex state is involved. This thesis describes research conducted in formalising an approach to access control, termed evolving access control (EAC), that can support the automatic evolution of policies based on observed changes in the environment as dictated by high-level requirements embodied in a metapolicy. The contribution of this research is a formal, conceptual model of EAC which supports the construction, analysis and deployment of metapolicies and policies. The formal EAC model provides a framework to construct and describe metapolicies and to reason about how they manage the evolution of policies. Additionally, the model is used to analyse metapolicies for desirable properties, and to verify that policies adhere to the high-level requirements of the metapolicy. Furthermore, the model also allows the translation of verified policies to machine-readable representations, which can then be deployed in a system that supports fine-grained, dynamic access control.
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12

Cooke, Christopher Alexander. "Interactive graphical model building using virtual reality." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/34065.

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Анотація:
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1994.
Includes bibliographical references (leaves 58-59).
by Christopher Alexander Cooke.
M.S.
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13

Lai, Yuchen. "Augmented Reality Visualization of Building Information Model." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu149263273982056.

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14

Wetind, Ruben. "Two-phase flows in gas-evolving electrochemical applications." Doctoral thesis, Stockholm, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3223.

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15

Nelson, Christopher C. "Simulations of spatially evolving compressible turbulence using a local dynamic subgrid model." Diss., Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/12002.

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16

Farooq, Quratulann Verfasser], and Matthias [Akademischer Betreuer] [Riebisch. "Model-based Regression Testing of Evolving Software Systems / Quratulann Farooq ; Betreuer: Matthias Riebisch." Hamburg : Staats- und Universitätsbibliothek Hamburg, 2017. http://d-nb.info/1132248892/34.

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17

Farooq, Qurat-Ul-Ann [Verfasser], and Matthias [Akademischer Betreuer] Riebisch. "Model-based Regression Testing of Evolving Software Systems / Quratulann Farooq ; Betreuer: Matthias Riebisch." Hamburg : Staats- und Universitätsbibliothek Hamburg, 2017. http://d-nb.info/1132248892/34.

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18

Vildan, Tanriverdi. "A virtual reality interface design (VRID) model and methodology /." Thesis, Connect to Dissertations & Theses @ Tufts University, 2001.

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Анотація:
Thesis (Ph.D.)--Tufts University, 2001.
Adviser: Robert J. K. Jacob. Submitted to the Dept. of Computer Science. Includes bibliographical references (leaves 114-117). Access restricted to members of the Tufts University community. Also available via the World Wide Web;
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19

Jacobs, Katrien. "Illumination for mixed reality of complex-to-model scenes." Thesis, University College London (University of London), 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.440451.

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20

Le, Chenechal Morgan. "Awareness Model for Asymmetric Remote Collaboration in Mixed Reality." Thesis, Rennes, INSA, 2016. http://www.theses.fr/2016ISAR0006/document.

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Анотація:
Etre capable de collaborer à distance avec d'autres personnes peut fournir de précieuses capacités pour effectuer des tâches qui ont besoin de plusieurs utilisateurs pour être accomplies. De plus, les technologies de Réalité Mixte (RM) sont des outils intéressants pour développer de nouveaux types d'applications offrant des interactions et des possibilités de perception plus naturelles comparées aux systèmes classiques. Dans cette thèse, nous proposons d'améliorer la collaboration distante en utilisant ces technologies de RM qui profitent de nos capacités naturelles à effectuer des tâches en environnements 3D. En particulier, nous nous concentrons sur les aspects asymétriques impliqués par ce type de collaboration : les rôles, le point de vue (PdV), les dispositifs et le niveau de virtualité de l'application de RM. Premièrement, nous nous intéressons aux problèmes d'awareness et nous proposons un modèle générique capable de décrire précisément une application de RM collaborative en prenant en compte les potentielles dimensions asymétriques. Afin de traiter toutes ces dimensions, nous séparons notre modèle final en deux niveaux qui distingue espaces réels et virtuels pour chaque utilisateur. Dans ce modèle, chaque utilisateur peut générer différents types d'entrées et recevoir des retours de significations différentes dans le but de maintenir leur propre awareness de l'Environnement Virtuel (EV) partagé. Puis, nous présentons une étude utilisateur exploratoire qui s'intéresse aux conséquences de l'asymétrie des PdVs et aux implications induites par la représentation des utilisateurs sur le niveau d'awareness des autres collaborateurs. Deuxièmement, nous appliquons ces observations dans un contexte de guidage à distance qui implique un guide distant aidant un opérateur à réaliser une tâche de maintenance. Pour ce cas d'usage, nous proposons à l'expert d'utiliser une interface de Réalité Virtuelle (AV) pour aider l'opérateur au travers d'une interface de Réalité Augmentée (RA). Nous contribuons à ce domaine en améliorant les capacités de perception de l'environnement distant par l'expert et en proposant des interactions plus naturelles pour guider l'opérateur au travers d'indications non intrusives et intégrées à son environnement réel. Finalement, nous abordons la tâche de co-manipulation qui est une situation encore plus sensible vis-à-vis de l'awareness en collaboration distante. Cette tâche requiert de viser une synchronisation parfaite entre les collaborateurs pour l'accomplir efficacement. Ainsi, le système doit fournir des retours appropriés pour maintenir un haut niveau d'awareness, spécialement concernant l'activité courante des autres. En particulier, nous proposons une technique de co-manipulation hybride, inspirée de notre cas d'utilisation précédent sur la guidage distant, qui mixe la manipulation d'objet virtuel et du PdV d'un autre utilisateur
Being able to collaborate remotely with other people can provide valuable capabilities in performing tasks that require multiple users to be achieved. Moreover, Mixed Reality (MR) technologies are great tools to develop new kinds of applications with more natural interactions and perception abilities compared to classical desktop setups. In this thesis, we propose to improve remote collaboration using these MR technologies that take advantages of our natural skills to perform tasks in 3D environments. In particular, we focus on asymmetrical aspects involved by these kind of collaboration: roles, point of view (PoV), devices and level of virtuality of the MR application. First, we focus on awareness issues and we propose a generic model able to accurately describe a collaborative MR application taking into account potential asymmetry dimensions. In order to address all these dimensions, we split our final model into two layers that separate real and virtual spaces for each user. In this model, each user can generate different kind of input and receive feedbacks with different meanings in order to maintain their own awareness of the shared Virtual Environment (VE). Then, we conduct an exploratory user study to explore the consequences of asymmetric PoVs and the involvement of users' representation in the level of awareness of others' collaborators. Second, we apply our findings to a remote guiding context that implies a remote guide to help an operator in performing a maintenance task. For this use case, we propose to the expert to use a Virtual Reality (VR) interface in order to help the operator through an Augmented Reality (AR) interface. We contribute to this field by enhancing the expert's perceptual abilities of the remote workspace as well as by providing more natural interactions to guide the operator through not intrusive guiding cues integrated to the real world. Last, we address an even more sensitive situation for awareness in remote collaboration that is virtual co-manipulation. It requires to target a perfect synchronization between collaborators in order to achieve the task efficiently. Thus, the system needs to provide appropriate feedbacks to maintain a high level of awareness, especially about what others are currently doing. In particular, we propose a hybrid co-manipulation technique, inspired from our previous remote guiding use case, that mixes virtual object and other's PoV manipulation in the same time
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21

Garrido, Randy A. "A real-time rope model suitable for game engine usage." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FGarrido.pdf.

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Анотація:
Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, Sept. 2004.
Thesis advisor(s): Michael J. Zyda. Includes bibliographical references (p. 59). Also available online.
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22

Tucker, Ashley. "The use of virtual reality to model waste management facilities." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367156.

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23

Zhang, Longyu. "A QoE Model to Evaluate Semi-Transparent Augmented-Reality System." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/38833.

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With the development of three-dimensional (3D) technologies, the demand for high-quality 3D content, 3D visualization, and flexible and natural interactions are increasing. As a result, semi-transparent Augmented-Reality (AR) systems are emerging and evolving rapidly. Since there are currently no well-recognized models to evaluate the performance of these systems, we proposed a Quality-of-Experience (QoE) taxonomy for semi-transparent AR systems containing three levels of influential QoE parameters, through analyzing existing QoE models in other related areas and integrating the feedbacks received from our user study. We designed a user study to collect training and testing data for our QoE model, and built a Fuzzy-Inference-System (FIS) model to estimate the QoE evaluation and validate the proposed taxonomy. A case study was also conducted to further explore the relationships between QoE parameters and technical QoS parameters with functional components of Microsoft HoloLens AR system. In this work, we illustrate the experiments in detail and thoroughly explain the results obtained. We also present the conclusion and future work.
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24

Adolfsson, Fredrik. "A Model-Based Approach to Hands Overlay for Augmented Reality." Thesis, Linköpings universitet, Programvara och system, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175190.

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Augmented Reality is a technology where the user sees the environment mixed with a virtual reality containing things such as text, animations, pictures, and videos. Remote guidance is a sub-field of Augmented Reality where guidance is given remotely to identify and solve problems without being there in person. Using hands overlay, the guide can use his or her hand to point and show gestures in real-time. To do this one needs to track the hands and create a video stream that represents them. The video stream of the hands is then overlaid on top of the video from the individual getting help. A solution currently used in the industry is to use image segmentation, which is done by segmenting an image to foreground and background to decide what to include. This requires distinct differences between the pixels that should be included and the ones that should be discarded to work correctly. This thesis instead investigates a model-based approach to hand tracking, where one tracks points of interest on the hands to build a 3D model of them. A model-based solution is based on sensor data, meaning that it would not have the limitations that image segmentation has. A prototype is developed and integrated into the existing solution. The hand modeling is done in a Unity application and then transferred into the existing application. The results show that there is a clear but not too significant overhead, so it can run on a normal computer. The prototype works as a proof of concept and shows the potential of a model-based approach.
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25

Steyn, Nico. "Virtual reality platform model and design in an enabled environment." Versailles-St Quentin en Yvelines, 2013. http://www.theses.fr/2013VERS0066.

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Cette étude concerne le développement d’une plateforme réalité virtuelle d’une aide à la mobilité à différentiel, à savoir les fauteuils roulants manuels ou électriques à utilisation à fins multiples dans un environnement effectif. La plateforme avec fauteuil roulant est stationnaire avec commandes d’actionnement longitudinales et latérales pour un nombre d’utilisations possibles, telles que : simulations de propulsion du fauteuil roulant manuel ou électrique, entraînement pour s’habituer au fauteuil roulant, recherche sur la technologie d’assistance, planification de l’architecture des parcours et l’évaluation sur l’accessibilité. L'actionnement différentiel de l’aide à la mobilité employé par les utilisateurs inexpérimentés peut être considérablement facilité grâce à cette méthode d'apprentissage au mouvement à l’aide de cette plateforme. L’utilisation d’une plateforme de simulation de mobilité développée sera encore avantageuse à ceux souffrant d’incapacités fonctionnelles utilisant des aides à la mobilité sur roues et qui ont besoin d’un ergothérapeute et de l’évaluation de leur condition. Les recherches sur le facteur de mobilité seront avantageuses dans la conception ergonomique des structures architecturales pour les utilisateurs liés au fauteuil roulant. La plateforme est une conception mécatronique comprenant à la fois des caractéristiques mécaniques et électriques. Les composants mécaniques comportent des tambours entraînés par le fauteuil roulant et l’utilisateur assis sur la plateforme, dont les données enregistrées sur la rotation des roues comportent une importance majeure. La plate-forme est reliée à des actionneurs en but de simuler les mouvements angulaires du fauteuil roulant, rapprochant une pente ou une contre-pente d’une trajectoire déterminée. Le simulateur doit mapper la motion prévue par l’utilisateur du fauteuil roulant électrique au monde virtuel, tenant compte des facteurs comme : des collisions, changements de gradient et diverses propriétés de la surface. Les données audio, la détection des mouvements et la force de rétroaction produites dans un simulateur de mobilité virtuelle permettent aux utilisateurs de détecter une stimulation sensorielle au son, à la motion et à l’équilibre. La conception achèvera finalement l’unité entre la plateforme mécanique, le fauteuil roulant en fournissant à l’utilisateur les données cinématiques et dynamiques essentielles dans un environnement simulé de réalité virtuelle
This research concerns the development of a virtual reality platform for a differential drive mobility aid in manual or electric wheelchairs with multipurpose usage in an enabled environment. The platform for the mobility aid is stationary, with pitch and roll actuated actions for possible different uses such as: manual or electric wheelchair driving simulations, wheelchair training, assistive technology research, architectural route planning and accessibility evaluation. By means of the platform, the differential drive mobility aid, is greatly able to assist inexperienced users in this method of mobility training. The use of the developed mobility simulation platform is additionally of benefit to disabled wheeled mobility users in need of occupational therapist training and evaluation. The investigation into the mobility factor will moreover be of further benefit in the area of the ergonomic designs of architectural structures for wheelchair-bound users. The platform is a mechatronic design with both mechanical and electrical properties. The mechanical components consist of drums, driven by the wheelchair and its user when placed on the platform, where acquired data of the rotation of the wheelchair’s wheels are of importance. The platform is connected to actuators for simulating angular movements of the wheelchair approaching an inclining or declining given path. The simulator necessarily maps intended motion by an electric wheelchair user into the virtual world, taking into consideration influences such as collisions, gradient changes and different surface properties. Audio, motion and force feedback produced on the virtual mobility simulator give the users a sensory stimulus input with regard to sound, movement and balance. Ultimately, the design forms a unity, comprising a mechanical platform, the wheelchair and the enabled user, with the relevant kinematics and dynamics controlled in a simulated virtual reality environment
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Behnke, Matthew J. "An implementation methodology and software tool for an entropy based engineering model for evolving systems." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Jun%5FBehnke.pdf.

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Анотація:
Thesis (M.S. in Software Engineering)--Naval Postgraduate School, June 2003.
Thesis advisor(s): Mantak Shing, Christopher D. Miles. Includes bibliographical references (p. 69-70). Also available online.
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Gao, Yu S. M. Massachusetts Institute of Technology. "Self-organized collaboration : a self-evolving online collaborative production model for social enterprise grassroots startups." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/84368.

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Анотація:
Thesis (S.M. in Architecture Studies)--Massachusetts Institute of Technology, Dept. of Architecture, 2013.
Cataloged from PDF version of thesis. Vita. Page 118 blank.
Includes bibliographical references (pages 109-117).
Collaborative production is a process in which people coordinate with one another to accomplish specific goals. Widely recognized as an effective model in aggregating meaningful outcomes, it greatly extends the effects of simple sharing. However, two major obstacles to a successful outcome are the complexity and unpredictability of the collaborative production process itself. Social enterprise, as the rising force in advancing economic development, presents a wide range of challenges and unmet needs. It is especially critical for social enterprise grassroots startups to harness useful and meaningful contributions in the process of collaborative production. Through promoting nonfinancial motivation and collecting contributions at all different levels, the new online collaborative platforms, such as Wikipedia, have established a positive impact in allowing large groups to collaborate. However, platforms with a clear financial motivation suffer a great deal in obtaining multiple levels of constructive contribution and participation. Investigation of the methods aggregating individual (and often tiny) contributions for social enterprise grassroots startups may offer new frameworks from which a great range of applications can be extracted. Prior work on collaboration through digital platforms has mainly focused on a centralized collaboration model through highly managed and fixed Internet portals. This research will look into the alternative model, such as the wiki (a distributed collaboration), to find solutions for the emergence of an evolving collaboration model.
by Yu Gao.
S.M.in Architecture Studies
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Getir, Yaman Sinem. "Quantitative Modeling and Verification of Evolving Software." Doctoral thesis, Humboldt-Universität zu Berlin, 2021. http://dx.doi.org/10.18452/23310.

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Mit der steigenden Nachfrage nach Innovationen spielt Software in verschiedenenWirtschaftsbereichen eine wichtige Rolle, wie z.B. in der Automobilindustrie, bei intelligenten Systemen als auch bei Kommunikationssystemen. Daher ist die Qualität für die Softwareentwicklung von großer Bedeutung. Allerdings ändern sich die probabilistische Modelle (die Qualitätsbewertungsmodelle) angesichts der dynamischen Natur moderner Softwaresysteme. Dies führt dazu, dass ihre Übergangswahrscheinlichkeiten im Laufe der Zeit schwanken, welches zu erheblichen Problemen führt. Dahingehend werden probabilistische Modelle im Hinblick auf ihre Laufzeit kontinuierlich aktualisiert. Eine fortdauernde Neubewertung komplexer Wahrscheinlichkeitsmodelle ist jedoch teuer. In letzter Zeit haben sich inkrementelle Ansätze als vielversprechend für die Verifikation von adaptiven Systemen erwiesen. Trotzdem wurden bei der Bewertung struktureller Änderungen im Modell noch keine wesentlichen Verbesserungen erzielt. Wahrscheinlichkeitssysteme werden als Automaten modelliert, wie bei Markov-Modellen. Solche Modelle können in Matrixform dargestellt werden, um die Gleichungen basierend auf Zuständen und Übergangswahrscheinlichkeiten zu lösen. Laufzeitmodelle wie Matrizen sind nicht signifikant, um die Auswirkungen von Modellveränderungen erkennen zu können. In dieser Arbeit wird ein Framework unter Verwendung stochastischer Bäume mit regulären Ausdrücken entwickelt, welches modular aufgebaut ist und eine aktionshaltige sowie probabilistische Logik im Kontext der Modellprüfung aufweist. Ein solches modulares Framework ermöglicht dem Menschen die Entwicklung der Änderungsoperationen für die inkrementelle Berechnung lokaler Änderungen, die im Modell auftreten können. Darüber hinaus werden probabilistische Änderungsmuster beschrieben, um eine effiziente inkrementelle Verifizierung, unter Verwendung von Bäumen mit regulären Ausdrücken, anwenden zu können. Durch die Bewertung der Ergebnisse wird der Vorgang abgeschlossen.
Software plays an innovative role in many different domains, such as car industry, autonomous and smart systems, and communication. Hence, the quality of the software is of utmost importance and needs to be properly addressed during software evolution. Several approaches have been developed to evaluate systems’ quality attributes, such as reliability, safety, and performance of software. Due to the dynamic nature of modern software systems, probabilistic models representing the quality of the software and their transition probabilities change over time and fluctuate, leading to a significant problem that needs to be solved to obtain correct evaluation results of quantitative properties. Probabilistic models need to be continually updated at run-time to solve this issue. However, continuous re-evaluation of complex probabilistic models is expensive. Recently, incremental approaches have been found to be promising for the verification of evolving and self-adaptive systems. Nevertheless, substantial improvements have not yet been achieved for evaluating structural changes in the model. Probabilistic systems are usually represented in a matrix form to solve the equations based on states and transition probabilities. On the other side, evolutionary changes can create various effects on theese models and force them to re-verify the whole system. Run-time models, such as matrices or graph representations, lack the expressiveness to identify the change effect on the model. In this thesis, we develop a framework using stochastic regular expression trees, which are modular, with action-based probabilistic logic in the model checking context. Such a modular framework enables us to develop change operations for the incremental computation of local changes that can occur in the model. Furthermore, we describe probabilistic change patterns to apply efficient incremental quantitative verification using stochastic regular expression trees and evaluate our results.
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Campos, Jorge Alberto Prado de. "A Data Model for Exploration of Temporal Virtual Reality Geographic Information Systems." Fogler Library, University of Maine, 2004. http://www.library.umaine.edu/theses/pdf/CamposJAPde2004.pdf.

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Aumeerally, Manisah, and n/a. "Analytic Model Derivation Of Microfluidic Flow For MEMS Virtual-Reality CAD." Griffith University. School of Information and Communication Technology, 2006. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20061106.095352.

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This thesis derives a first approximation model that will describe the flow of fluid in microfluidic devices such as in microchannels, microdiffusers and micronozzles using electrical network modelling. The important parameter that is of concern is the flow rates of these devices. The purpose of this work is to contribute to the physical component of our interactive Virtual Reality (VR)-prototyping tool for MEMS, with emphasis on fast calculations for interactive CAD design. Current calculations are too time consuming and not suitable for interactive CAD with dynamic animations. This work contributes to and fills the need for the development of MEMS dynamic visualisation, showing the movement of fluid within microdevices in time scale. Microfluidic MEMS devices are used in a wide range of applications, such as in chemical analysis, gene expression analysis, electronic cooling system and inkjet printers. Their success lies in their microdimensions, enabling the creation of systems that are considerably minute yet can contain many complex subsystems. With this reduction in size, the advantages of requiring less material for analysis, less power consumption, less wastage and an increase in portability becomes their selling point. Market size is in excess of US$50 billion in 2004, according to a study made by Nexus. New applications are constantly being developed leading to creation of new devices, such as the DNA and the protein chip. Applications are found in pharmaceuticals, diagnostic, biotechnology and the food industry. An example is the outcome of the mapping and sequencing of the human genome DNA in the late 1990's leading to greater understanding of our genetic makeup. Armed with this knowledge, doctors will be able to treat diseases that were deemed untreatable before, such as diabetes or cancer. Among the tools with which that can be achieved include the DNA chip which is used to analyse an individual's genetic makeup and the Gene chip used in the study of cancer. With this burgeoning influx of new devices and an increase in demand for them there is a need for better and more efficient designs. The MEMS design process is time consuming and costly. Many calculations rely on Finite Element Analysis, which has slow and time consuming algorithms, that make interactive CAD unworkable. This is because the iterative algorithms for calculating the animated images showing the ongoing proccess as they occur, are too slow. Faster computers do not solve the void of efficient algorithms, because with faster computer also comes the demand for a fasters response. A 40 - 90 minute FEA calculation will not be replaced by a faster computer in the next decades to an almost instant response. Efficient design tools are required to shorten this process. These interactive CAD tools need to be able to give quick yet accurate results. Current CAD tools involve time consuming numerical analysis technique which requires hours of numerous iterations for the device structure design followed by more calculations to achieve the required output specification. Although there is a need for a detailed analysis, especially in solving for a particular aspect of the design, having a tool to quickly get a first approximation will greatly shorten the guesswork involved in determining the overall requirement. The underlying theory for the fluid flow model is based on traditional continuum theory and the Navier-Stokes equation is used in the derivation of a layered flow model in which the flow region is segmented into layered sections, each having different flow rates. The flow characteristics of each sections are modeled as electrical components in an electrical circuit. Matlab 6.5 (MatlabTM) is used for the modelling aspect and Simulink is used for the simulation.
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Faraj, Mazen. "Design and implementation of a human model for virtual reality applications." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ37261.pdf.

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Brito, Maiquel de. "A model of institucional reality supporting the regulation in artificial institutions." reponame:Repositório Institucional da UFSC, 2016. https://repositorio.ufsc.br/xmlui/handle/123456789/173259.

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Анотація:
Tese (doutorado) - Universidade Federal de Santa Catarina, Centro Tecnológico, Programa de Pós-Graduação em Engenharia de Automação e Sistemas, Florianópolis, 2016.
Made available in DSpace on 2017-02-14T03:04:11Z (GMT). No. of bitstreams: 1 343947.pdf: 5026897 bytes, checksum: 912665a769b3156524e4985cb94e102c (MD5) Previous issue date: 2016
Introdução. Sistemas multiagente abertos requerem algum tipo de regulação para conciliar a atuação autônoma dos agentes com os objetivos globais do sistema. Normas são uma forma usual de expressar os requisitos de regulação nesse tipo de sistema e são normalmente especificadas em termos abstratos que podem ser vistos como uma interpretação dos elementos concretos que compõem o sistema, os quais fazem parte do ambiente em um sistema multiagente. Por exemplo, em uma norma especificando que clientes são obrigados a pagar por suas compras, agentes podem ser considerados clientes e depósitos bancários podem ser considerados pagamentos. Esses conceitos abstratos fazem parte da realidade institucional das sociedades de agentes. Essa realidade não é composta, mas constituída a partir dos elementos existentes no ambiente. Por exemplo, um agente atuando no ambiente pode constitutir um cliente na realidade institucional. Para que a regulação especificada pelas normas possa ser baseada na realidade institucional, é necessário haver meios para especificá-la, definindo sua constitutição a partir do ambiente. Objetivos. O objetivo desta tese é propor um modelo de realidade institucional, constitutída a partir do ambiente, para suportar a regulação especificada pelas normas em sistemas multiagente. Para atingir esse objetivo, toma-se, como inspiração, a teoria do filósofo John Searle, que observa que, nas sociedades humanas, a realidade institucional existe devido à concordância coletiva de que alguns elementos existentes no mundo contam como elementos da realidade institucional. Por exemplo, concorda-se que cédulas de papel com determinadas características contam como dinheiro. Para atingir o objetivo desta tese, é necessário definir quais são as abstrações utilizadas para representar a realidade institucional em instituições artificiais, bem como definir como a heterogeneidade dos elementos do ambiente é capturada pela realidade institucional, definindo ainda como as normas, que podem ser concebidas de diferentes maneiras, podem ser acopladas em uma representação unificada de realidade institucional. Contribuições. Esta tese propõe um modelo de realidade institucional para suportar a regulação em sociedades de agentes, definindo suas representações bem como sua dinâmica, que é consequência da dinâmica do ambiente. Essa realidade institucional é representada através de status functions, que são funções atribuídas pela instituição a agentes atuando, eventos ocorrendo e estados vigorando no ambiente. A partir desse modelo, define-se uma linguagem para especificar a realidade institucional. Além disso, define-se como as normas, da forma em que são propostas na literatura, baseiam sua regulação nessa realidade institucional ao fazerem referência às status functions. Esses elementos permitem conceber um modelo de instituição artificial, chamado SAI (de Situated Artificial Institution ou Institução Artificial Situada), em que é possível especificar a realidade institucional para suportar a regulação provida por normas que seguem diferentes modelos normativos. A partir desse modelo, propõe-se a arquitetura de uma plataforma para execução dessas instituições em sistemas multiagente. O modelo proposto é avaliado através de exemplos de aplicações e, quando possível, comparado com outras propostas de modelos institucionais. Conclusões. O modelo de realidade institucional proposto concebe abstrações apropriadas para a representação desse aspecto social dos sistemas multiagente. A partir desse modelo, é possível conceber instituições artificiais em que a regulação é baseada em uma realidade institucional constituída a partir do ambiente. Tem-se, assim, instituições em que regulação e realidade institucional são desacopladas porém coerentemente conectáveis.

Abstract : Open Multi-Agent Systems require some regulation to conciliate the autonomy of the agents with the overall goals of the system. Norms are a usual way to express the regulative requirements in this kind of system and are usually specified in abstract terms that can be seen as an interpretation of the concrete elements composing the system. For example, in the norm ``buyers are obliged to pay for their purchases'', agents can be seen as buyers and bank transfers can be seen as payments. These abstract concepts, such as buyers and payments, refer to elements belonging to the institutional reality in a society of agents. Such reality is not composed, but constituted from the elements existing in the environment where the agents act. This thesis proposes a model of institutional reality to base the regulation of agent societies, defining its representations as well as its dynamics, that is constituted from the dynamics of the environment. From this model, it is defined a language to design the institutional reality. Furthermore, it is defined how the norms, as conceived by the literature, can base their regulation on this institutional reality. These elements enable us to conceive a model of artificial institution called SAI (from Situated Artificial Institution), that considers both the institutional reality and norms, that can follow different normative models. From this model, it is proposed a platform architecture to deploy these institutions in Multi-Agent Systems. The proposed model is evaluated through application examples and, when possible, compared with other proposals of institutional models.
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Gankhuyag, Azjargal, Bingqing Xiang, and Victoria Bonnevie. "Augmented Reality : The current and potential use of augmented reality in B2B." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-45310.

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In today’s world, we live in a technologically advanced environment where information access is huge and limitless. The advantage to this is that, people are able to create more information, share and communicate with each other instantly on the go regardless of where they are in the world. However on the downside, with endless information, it becomes confusing and difficult to filter which information is right for a person’s need. This goes hand-in-hand for business companies, as it requires strategic processes and tools to identify the information from the market, store and evaluate it into meaningful insights and lastly communicate it efficiently so that the value of it is not lost along the way. Therefore this study focuses on how augmented reality (AR) as an emerging digital technology is able to dissect and communicate information and bring value to those who are implementing it. What is more interesting in this study is to see the usefulness and ease of using AR from commercial and non-commercial aspects in B2B field. This study was conducted through a qualitative research approach with semi-structured interviews with five companies providing and using AR applications. In conclusion, AR brings value by transferring data faster and communicating it effectively through visualization of integrating computer-generated information with the real world as one. From commercial aspect, companies could use this technology in their marketing communication to increase customer involvement and perception of the brand. In contrast, from non-commercial perspective, companies could use AR as an internal resource to increase efficiency in operation process.
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Georgakopoulos, Vassilis. "Food safety training : a model HACCP instructional technique." Thesis, Manchester Metropolitan University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.340452.

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Mason, Carol Ann. "Towards a general model for the design of virtual reality learning environments." Thesis, University of Gloucestershire, 2002. http://eprints.glos.ac.uk/3061/.

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Virtual reality (VR) has been described as a new and unique type of learning media primarily because it encourages active participation. However, a large number of VR worlds are barely more than passive 3D graphic visualisations. This might be due to the lack of guidelines for the design of interactive worlds, or to the learning preferences of the designers themselves. The literature indicates a number of principles, especially in the area of VR design and learning theory that could form the basis of appropriate design guidelines and this thesis presents these as a set of guidelines for VR designers. There is a lack of information about the learning preferences of VR designers or the design of appropriate help systems for VR learning media so four additional fieldwork studies were carried out to investigate the learning styles, communication styles, attitudes towards the use of VR in learning and training situations, and preferences for the design and use of VR help systems using a sample of VR designers and VR design students. The results indicated that the learning style and communication profiles of VR designers may not be suitable for the design of active learning material. It was also found that VR designers had positive attitudes towards the development of VR in general but less so for learning situations. VR designers tended to provide mainly text-based (visual) instruction in their designs, which may be linked to their predominantly visual learning modalities. However, the results suggested that visual-dominant VR design students were equally likely to prefer voiced (auditory) instructions when used naturally within a VR world. The findings from these four studies were incorporated into a broad set of top-level guidelines that form the first step towards a general model for the design of active, participatory VR learning environments.
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Harper, Kimberly C. "THE EVOLVING ROLE OF A TECHNICAL COMMUNICATOR IN THE MARKETING DEPARTMENT OF AN EDUCATIONAL SOFTWARE COMPANY." Miami University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=miami1071247571.

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37

Wedlake, Martine Bruce. "The Newtonian Architecture for Virtual Landscapes : an architecture, model and implementation." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/nq41364.pdf.

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Wenzel, Sven [Verfasser]. "Unique identification of elements in evolving models : towards fine-grained traceability in model-driven engineering / Sven Wenzel." Siegen : Universitätsbibliothek der Universität Siegen, 2011. http://d-nb.info/1017706085/34.

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39

Jones, Brian Edward. "A computer graphics based target detection model." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Sep%5FJones_Brian.pdf.

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Анотація:
Thesis (M.S. in Modeling, Virtual Environments and Simulations)--Naval Postgraduate School, September 2006.
Thesis Advisor(s): Christian J. Darken. "September 2006." Includes bibliographical references (p. 85). Also available in print.
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Ortiz, Victor, Pamela Primo, Melani Yomona, Miguel Orihuela, Fernando Sotelo, and Carlos Raymundo. "Proposal of a model of maturity level adapted to the reality of the MYPES of Peru." Latin American and Caribbean Consortium of Engineering Institutions, 2019. http://hdl.handle.net/10757/656257.

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Анотація:
El texto completo de este trabajo no está disponible en el Repositorio Académico UPC por restricciones de la casa editorial donde ha sido publicado.
Mypes (Micro and small companies) play an important role in the economy of a country, since they contribute 24% to Peru's GDP, besides being a generator of employment and business development. In this context, the Mypes of footwear continue to have exponential growth, this due to the result of their operations that are carried out with these companies on a daily basis. Therefore, it is necessary to have qualitative and quantitative data of the reality that these present in your business environment. To identify the level of maturity there are several methods, which provide necessary criteria to identify and qualify the processes that exist within the Mypes.
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Červenková, Veronika. "Rozvoj obchodních aktivit společnosti R.C.P.R. Reality, s. r. o." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2017. http://www.nusl.cz/ntk/nusl-319478.

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The thesis focuses on the development of business activities of the company R.C.P.R. Reality. The theoretical basis of the work include a general intruduction of the topic, defining the main concepts, methods and tools used within the business. The practical part contains a presentation of the company, analyzing the current situation and submit their own design solutions to improve it. The aim is propose a final concept and business strategy, leading to the development of the company and consolidate its position in the market.
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Moore, Nigel. "A model based system for contextual on-site construction planning in augmented reality." Thesis, University of Wolverhampton, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.592011.

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The creation of an effective construction schedule is fundamental to the successful completion of a construction project. Effectively communicating the temporal and spatial details of this schedule are vital, however current planning approaches often lead to multiple or misinterpretations of the schedule throughout the planning team. Four Dimensional Computer Aided Design (4D CAD) has emerged over the last twenty years as an effective tool during construction project planning. In recent years Building Information Modelling (BIM) has emerged as a valuable approach to construction informatics throughout the whole lifecycle of a building. Additionally, emerging trends in location-aware and wearable computing provide a future potential for untethered, contextual visualisation and data delivery away from the office. The purpose of this study was to develop a novel computer-based approach, to facilitate on-site 4D construction planning through interaction with a 3D construction model and corresponding building information data in outdoor Augmented Reality (AR). Based on a wide ranging literature review, a conceptual framework was put forward to represent software development requirements to support the sequencing of construction tasks in AR. Based on this framework, an approach was developed that represented the main processes required to plan a construction sequence using an onsite model based 4D methodology. Using this proposed approach, a prototype software tool was developed, 4DAR. The implemented tool facilitated the mapping of elements within an interactive 3D model with corresponding BIM data objects to provide an interface for two way communication with the underlying Industry Foundation Class (IFC) data model. Positioning data from RTK-GPS and an electronic compass enabled the geo-located 3D model to be registered in world coordinates and visualised using a head mounted display fitted with a ii forward facing video camera. The scheduling of construction tasks was achieved using a novel interactive technique that negated the need for a previous construction schedule to be input into the system. The resulting 4D simulation can be viewed at any time during the scheduling process, facilitating an iterative approach to project planning to be adopted. Furthermore, employing the IFC file as a central read/write repository for schedule data reduces the amount of disparate documentation and centralises the storage of schedule information, while improving communication and facilitating collaborative working practices within a project planning team. Post graduate students and construction professionals evaluated the implemented prototype tool to test its usefulness for construction planning requirements. It emerged from the evaluation sessions that the implemented tool had achieved the essential requirements highlighted in the conceptual framework and proposed approach. Furthermore, the evaluators expressed that the implemented software and proposed novel approach to construction planning had potential to assist with the planning process for both experienced and inexperienced construction planners. The following contributions to knowledge have been made by this study in the areas of 4D CAD, construction applications of augmented reality and Building Information Modelling;  4D Construction Planning in Outdoor Augmented Reality (AR)  The development of a novel 4D planning approach through decomposition  The deployment of Industry Foundation Classes (IFC) in AR  Leveraging IFC files for centralised data management within real time planning and visualisation environment.
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Winsor, Tony. "Rhetoric or reality? : a critical investigation of the market model for community care." Thesis, Middlesex University, 1997. http://eprints.mdx.ac.uk/13562/.

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Анотація:
In the 1950s the term community care was associated with the movement of people with mental health problems from longstay institutions into the community. More recently, however, the term has applied to services to a much wider range of groups including older people. The thesis is concerned with community care services for this group and in particular, domiciliary care. It seeks to evaluate claims made in the White Paper: 'Caring for People' that its preferred model of community care can provide both increased service effectiveness for consumers and cost control. The thesis argues that community care policy was shaped by 'managerialist' assumptions and that improved performance could be delivered by organisational change, in particular the quasi-market and the use of managerialist techniques. Thus, the two phenomena of 'managerialism' and 'quasi markets' are conjoined, the latter offering to the former the possibility of competition between providers, which in turn is seen to provide greater user choice and value for money. Two key reports from the Audit Commission are analysed as exemplars of managerialism and community care. The connection between the reports and government policy is discussed and the evidence presented in them for community care, as a cost containment policy, is scrutinised. The consumer effectiveness argument for community care is examined by considering, in particular, the relationship between consumer choice and the market model of community care advocated in the Griffiths report: 'Community Care: Agenda for Action' (1988) and the White Paper: Caring for People (1989). It is argued that both the government proposals and much of the critical academic commentary fail to examine various underlying premises, in particular, the salience of 'choice' as a universally desirable objective. The themes outlined above are explored in empirical work undertaken in the case study local authority. The consumer effectiveness issue is analysed with reference to a survey of users of domiciliary care services. The survey is used to examine how far the assumptions made by both government and many academic commentators, with regard to user satisfaction, correspond to those of users. The analysis questions these assumptions showing that 'consumerist' notions of choice of service are much less significant than personal aspects of the service such as 'caring manner' and continuity of relation with carer. Cost control issues are examined by considering an example of 'value for money' auditing in the authority. Analysis of this project suggests the difficulties which such exercises have in generating appropriate norms for service provision in domiciliary care. The thesis concludes by relating the themes explored to current problems in community care policy, in particular the increasing significance of rationing and eligibility criteria.
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44

Bunnun, Pished. "In-Situ interactive image-based model building for augmented reality and handheld devices." Thesis, University of Bristol, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.570717.

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Анотація:
This Thesis develops methods that ultimately result in a self-contained Augmented Reality hand- held system for assisting a user to interactively build 3D wireframe computer models of real objects. The approach is based on an in-situ (in-place) interactive image-based model build- ing method that allows users to build or import models useful to perform augmentations in most places. Three main components are studied: a number of visual competences such as 6D tracking and object detection methods, user interaction techniques, and evaluations for handheld devices. Four visual-based tracking algorithms have been implemented, tested and discussed in the context of existing literature. Two of them are region-based tracking algorithms that are tracking with general regression and sum-of-squared differences tracking algorithms. The others are edge- based tracking algorithms which are contour and 3D model-based tracking algorithms Based on testing, the 3D model-based tracking algorithm has been selected to be used for the rest of the system. Two types of input devices, which are a one-handed wand-like (WnD) and a two-handed touch- screen (TS), for users to interact with the system have been custom built and studied. Two methods for users to define a free 3D vertex from 2D images have been investigated. The user studies were carried out with the two different hardware platforms (WnD and TS), two different 3D selection techniques (two-click (2Cs) and click-and-move (CnM) techniques) and two different trackers (model-based and SLAM-based trackers). There were two groups of participants involved in the studies. The first group performed the experiment by using the system that estimates a camera pose from the model-based tracker. The statistical results suggested that the WnD combined with . 2Cs is the best system for 3D vertex selection, and overall participants had a marginal preference for the WnD combined with CnM over the WnD combined with 2Cs. The system that estimates the camera pose from the SLAM-based tracker was used in the second study. This aimed to con- sider cases when it is possible to afford to maintain a larger model (or map) of the immediate environment. Although the statistical results of this study are similar to the results of the first study, overall participants had a marginal preference for the WnD combined with 2Cs over the WnD combined with CnM. An integrated in-situ modelling system named OutlinAR and its implementation are introduced. It consists of the visual tracking algorithms, the user interactive techniques and hardware platforms. To make the OutlinAR easier to use, a novel technique of edge-based object detection used to re-initialise the tracker has been eo-developed and integrated into the system. The detector works form a library of edgelet constellations of object's images recovered at a training phase. During the detection stage, the detector will detect the object by matching edgelet constellations to those in the library. To summarize the potential of the work, the touch screen version of OutlinAR has been ported to run on a mobile phone, demonstrating all the stages necessary for modelling and using wireframe models for Augmented Reality on the go.
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45

Stahl, David J. Jr. "Bag-of-particles as a deformable model." Diss., Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/32952.

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46

xiao, changlin xiao. "Visual Tracking with an Application to Augmented Reality." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1500638355208487.

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47

Nam, Do H. "Methodologies for integrating traffic flow theory, ITS and evolving surveillance technologies." Diss., This resource online, 1995. http://scholar.lib.vt.edu/theses/available/etd-06062008-165829/.

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48

Spencer, Lisa. "REAL-TIME MONOCULAR VISION-BASED TRACKING FOR INTERACTIVE AUGMENTED REALITY." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4289.

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Анотація:
The need for real-time video analysis is rapidly increasing in today's world. The decreasing cost of powerful processors and the proliferation of affordable cameras, combined with needs for security, methods for searching the growing collection of video data, and an appetite for high-tech entertainment, have produced an environment where video processing is utilized for a wide variety of applications. Tracking is an element in many of these applications, for purposes like detecting anomalous behavior, classifying video clips, and measuring athletic performance. In this dissertation we focus on augmented reality, but the methods and conclusions are applicable to a wide variety of other areas. In particular, our work deals with achieving real-time performance while tracking with augmented reality systems using a minimum set of commercial hardware. We have built prototypes that use both existing technologies and new algorithms we have developed. While performance improvements would be possible with additional hardware, such as multiple cameras or parallel processors, we have concentrated on getting the most performance with the least equipment. Tracking is a broad research area, but an essential component of an augmented reality system. Tracking of some sort is needed to determine the location of scene augmentation. First, we investigated the effects of illumination on the pixel values recorded by a color video camera. We used the results to track a simple solid-colored object in our first augmented reality application. Our second augmented reality application tracks complex non-rigid objects, namely human faces. In the color experiment, we studied the effects of illumination on the color values recorded by a real camera. Human perception is important for many applications, but our focus is on the RGB values available to tracking algorithms. Since the lighting in most environments where video monitoring is done is close to white, (e.g., fluorescent lights in an office, incandescent lights in a home, or direct and indirect sunlight outside,) we looked at the response to "white" light sources as the intensity varied. The red, green, and blue values recorded by the camera can be converted to a number of other color spaces which have been shown to be invariant to various lighting conditions, including view angle, light angle, light intensity, or light color, using models of the physical properties of reflection. Our experiments show how well these derived quantities actually remained constant with real materials, real lights, and real cameras, while still retaining the ability to discriminate between different colors. This color experiment enabled us to find color spaces that were more invariant to changes in illumination intensity than the ones traditionally used. The first augmented reality application tracks a solid colored rectangle and replaces the rectangle with an image, so it appears that the subject is holding a picture instead. Tracking this simple shape is both easy and hard; easy because of the single color and the shape that can be represented by four points or four lines, and hard because there are fewer features available and the color is affected by illumination changes. Many algorithms for tracking fixed shapes do not run in real time or require rich feature sets. We have created a tracking method for simple solid colored objects that uses color and edge information and is fast enough for real-time operation. We also demonstrate a fast deinterlacing method to avoid "tearing" of fast moving edges when recorded by an interlaced camera, and optimization techniques that usually achieved a speedup of about 10 from an implementation that already used optimized image processing library routines. Human faces are complex objects that differ between individuals and undergo non-rigid transformations. Our second augmented reality application detects faces, determines their initial pose, and then tracks changes in real time. The results are displayed as virtual objects overlaid on the real video image. We used existing algorithms for motion detection and face detection. We present a novel method for determining the initial face pose in real time using symmetry. Our face tracking uses existing point tracking methods as well as extensions to Active Appearance Models (AAMs). We also give a new method for integrating detection and tracking data and leveraging the temporal coherence in video data to mitigate the false positive detections. While many face tracking applications assume exactly one face is in the image, our techniques can handle any number of faces. The color experiment along with the two augmented reality applications provide improvements in understanding the effects of illumination intensity changes on recorded colors, as well as better real-time methods for detection and tracking of solid shapes and human faces for augmented reality. These techniques can be applied to other real-time video analysis tasks, such as surveillance and video analysis.
Ph.D.
School of Computer Science
Engineering and Computer Science
Computer Science
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49

Geffert, Laura Marie. "Characterization of an Evolving Serotonin Transporter Computational Model." 2012. http://digital.library.duq.edu/u?/etd,162297.

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A major obstacle for developing new antidepressants has been limited knowledge of the structure and function of a central target, the serotonin transporter (SERT). Established SERT inhibitors (SSRIs) were docked to an in silico SERT model to identify likely binding pocket amino acid residues. When mutated singly, no one of five implicated residues was critical for high affinity in vitro binding of SSRIs or cocaine. The in silico SERT model was used in ligand virtual screening (VS) of a small molecule structural library. Selected VS "hit" compounds were procured and tested in vitro; encouragingly, two compounds with novel structural scaffolds bound SERT with modest affinity. The combination of computational modeling, site-directed mutagenesis and pharmacologic characterization can accelerate binding site elucidation and the search for novel lead compounds. Such compounds may be tailored for improved serotonin receptor selectivity and reduced affinity for extraneous targets, providing superior antidepressants with fewer adverse effects.
Mylan School of Pharmacy and the Graduate School of Pharmaceutical Sciences;
Pharmacology
MS;
Thesis;
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50

Yung-Lung, Lien, and 連永龍. "The design and implementation for evolving agent model." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/40596573697620405582.

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碩士
輔仁大學
資訊工程學系
90
Due to the development of Internet makes data accessible at any time and any place. The software agent has been widely adopted in the application area. As numerous agents are roaming through the Internet, they compete to achieve their goal. In the end, some of them will succeed, while the others will fail. However, when agents are initially created, they have little knowledge and experience with relatively lower capability. They should also strive to adapt themselves to the changing environment. It is advantageous if they have the ability to learn and evolve. This paper addresses evolution of software agents. Agent fitness and fuzzy multi-criteria decision-making approach are proposed as evolution mechanisms, and goal-driven use case and fuzzy soft goal is introduced to facilitate the evolution process. Genetic programming operators are employed to restructure agents in the proposed multi-agent evolution cycle.
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