Дисертації з теми "Virtuality"
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Saňková, Klára. "Realita a virtualita aneb Je facebook reálný nebo virtuální prostor?" Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-124711.
Повний текст джерелаMetcalf, Kathryne Young. "Technophobia: Exploring Fearful Virtuality." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1558442740070796.
Повний текст джерелаRaponi, Damiano. "Trends in virtuality: experiments." Doctoral thesis, Università Politecnica delle Marche, 2016. http://hdl.handle.net/11566/243122.
Повний текст джерелаIn the last years, research is focusing on the development of innovative design solutions aimed at reducing development time, costs and increase the quality enabling the companies to reduce the time-to-market. Among the most relevant solutions, the AR/MR/VR technologies allow to realize High-Fidelity virtual prototypes that can be used to carry out tests with real users. Nevertheless, the companies review their prototyping techniques according to the product that are developing, not optimizing the development costs and not taking into account the psychophysical characteristics of the real user. The work presented in this thesis is therefore focused on the definition of a structured framework integrated in the traditional design process and able to support the designers choices for the development of High-Fidelity virtual prototypes in order to experiment the adopted design solution in real context. In order to achieve this goal a methodology is defined. It is based on a User-Centered Design approach according to which the customer is involved in all steps. With the purpose to validate the proposed methodology a set of VP tools are implemented. In addition, the results from the methodology application with the implemented VP tools allow to develop an interactive and reconfigurable Virtual Reality system suitable to equip a laboratory in order to create a complete Virtual User Experience. The overall framework is applied to three real industrial case studies. All concern the study of innovative User Interfaces for various contexts of use: a) a web-based platform to properly support contract furniture, b) an innovative solution to monitor the physiological parameters of a user and therefore to create customized wellness routes, c) a User Interface applied to a shower with high usability for elderly and visual impaired people.
Gerlach, Joseph Andrew. "Vernacular mapping : affect, virtuality, performance." Thesis, University of Oxford, 2012. http://ora.ox.ac.uk/objects/uuid:00b1e482-42d2-4fcf-8832-d1db594dc24f.
Повний текст джерелаFerreday, Debra. "Online belongings : fantasy, virtuality and community." Thesis, Lancaster University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.410750.
Повний текст джерелаTsang, Boon-chi Benjamin, and 曾本治. "Rhizomatic labyrinth: between virtuality and actuality." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31986079.
Повний текст джерелаPersson, Skare Ragnar. "Exploring Architecture : Time, Photography and Virtuality." Thesis, KTH, Arkitektur, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169193.
Повний текст джерелаExamensarbetet undersöker de arkitektoniska begreppen tid och virtualitet i två delar. Det första temat - tid - undersöks genom en fotografisk studie av Kulturhuset i Stockholm, ett sökande efter fysiska spår av förändring. Studien visar också en snabbare tidsskala som relaterar till användaren och brukaren av rummet. Den andra delen av projektet utgår från fotografierna och använder camera obscurans teknik för att undersöka temat virtualitet. Genom tre fullskaliga tester och olika experiment prövades gränsen mellan det fysiska och det virtuella, och demonstrerades slutligen i ett rum obscura som byggts upp på gården i Arkitekturskolan under Diploma Days, juni 2015. Projektet rör sig från ett observerande i fotografiet till en fysisk undersökning av vad arkitektur är, hur arkitektur fungerar och eventuellt vad det skulle kunna vara, från det virtuella till det fysiska och tillbaka igen. Som helhet är projektet en samling tankar, sevärdheter, kopplingar och erfarenheter.
Tsang, Boon-chi Benjamin. "Rhizomatic labyrinth : between virtuality and actuality /." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25946614.
Повний текст джерелаIsmet, Burcak. "The Memory Of Time: Virtuality In Deleuze." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/2/12608297/index.pdf.
Повний текст джерелаs thesis is to examine the concept of difference according to French philosophers Gilles Deleuze and Henri Bergson. In order to explicate this crucial concept and its emphasis in these thinkers&rsquo
philosophies, this dissertation is focused on the notion of time and memory. Through the thesis, first Deleuze&rsquo
s critical attitude towards representational and dialectical approachs for difference is elucidated. After the comprehensive examination for the meaning of difference according to Deleuze, the understanding of time is revealed by means of Deleuzian comprehension of repetition and Bergsonian notion of duration. Throughout the thesis what is virtually hidden beneath the arguments, what is common in both philosophers finally is exposed as the concept of becoming. For Deleuze, whose philosophy of time is certainly dependent on Bergson, time creates a renewed conception in order for subject to be an individual as the state of permanent becoming. And an individual which is qualified as a state of becoming, is the memory of time where the latter is an infinite virtuality.
Berggrén, Rasmus. "In pursuit of consumer-accessible augmented virtuality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209548.
Повний текст джерелаDetta projekt är en undersökning av möjligheten att använda befintlig programvara till att utveckla Virtual Reality (VR)-programvara som infogar framstående aspekter av objekt från en användares omgivning in i en virtuell miljö och därmed skapar Augmented Virtuality (AV). En definierande begränsning är kravet på att programvaran skall vara konsumenttillgänglig, vilket innebär att den behöver kunna köras på en vanlig smartphone utan extra utrustning. Två besläktade AV-koncept beaktades: formrekonstruktion och positionsspårning. Två kategorier av tekniker togs i beaktande, vilka kunde användas för att göra de uppmätningar av verkligheten som var nödvändiga för att uppnå de tänkta AV-koncepten med hjälp av endast en monokulär RGB-kamera som sensor: monocular visual SLAM (mvSLAM) och Structure from Motion (SfM). Två listor med kriterier konstruerades, vilka formaliserade begreppen AV och konsumenttillgänglighet. En sökprocess utfördes sedan, där befintliga programvarupaket utvärderades för sin lämplighet att inkluderas i en programvara som uppfyllde alla kriterier. Utvärderingarna av SfM-system gjordes i kombination med Multi-View Stereo (MVS)-system – ett nödvändigt komplement för att uppnå synlig formrekonstruktion med ett system vars utdata är punktmoln. Efter att noggrant ha utvärderat en mängd programvara var slutsatsen att konsumenttillgänglig AV inte för närvarande kan uppnås genom att kombinera befintliga programvarupaket, på grund av ett antal olika problem. Medan framtida prestandaökningar hos maskinvara och nya programvarutillämpningar skulle lösa problem med komplexitet och tillgänglighet, är vissa problem med tillförlitlighet och användbarhet inneboende hos begränsningen till att använda en monokulär kamera.
Kikas, Timo. "Chemical plume tracking : from virtuality to reality." Diss., Georgia Institute of Technology, 2002. http://hdl.handle.net/1853/30518.
Повний текст джерелаZhang, Lei, and 張磊. "Virtuality and the city: Benjamin against Baudrillard." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B30486841.
Повний текст джерелаGristock, Jennifer. "Organisational virtuality and the UK newspaper industry." Thesis, University of Sussex, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.666765.
Повний текст джерелаPrexl, Maximilian [Verfasser]. "An Augmented Virtuality Teleoperation System / Maximilian Prexl." München : Verlag Dr. Hut, 2021. http://nbn-resolving.de/urn:nbn:de:101:1-2021100123324695683889.
Повний текст джерелаNielsen, Curtis W. "Using Augmented Virtuality to Improve Human-Robot Interactions." Diss., CLICK HERE for online access, 2006. http://contentdm.lib.byu.edu/ETD/image/etd1170.pdf.
Повний текст джерелаDixon, Keith. "Being ambidextrous : the value of virtuality in teams." Thesis, University of Bath, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.438889.
Повний текст джерелаRiggs, Nicholas Andrew. "Realizing Virtuality: Tracing the Contours of Digital Culture." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3311.
Повний текст джерелаFurey, Mary Ann. "Employee responsibility and virtuality during crisis decision-making." Thesis, University of Strathclyde, 2011. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=18243.
Повний текст джерелаYatsenko, O. "From ontology to technology, from reality to virtuality." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/12496.
Повний текст джерелаSteiling, David. "Icon, representation and virtuality in reading the graphic narrative." [Tampa, Fla] : University of South Florida, 2006. http://purl.fcla.edu/usf/dc/et/SFE0001818.
Повний текст джерелаSedlmajer, Kamil. "Uživatelské rozhraní pro řízení dronu s využitím rozšířené virtuality." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-399711.
Повний текст джерелаSchwappach, Andrea. "Mediathek: a projection of space in reality and virtuality." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/36410.
Повний текст джерелаMaster of Architecture
Johansson, Daniel. "Convergence in mixed reality-virtuality environments : facilitating natural user behavior." Doctoral thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-21054.
Повний текст джерелаSeely, Peter W. "The impact of virtuality on team functioning: a meta-analytic integration." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45894.
Повний текст джерелаKruger, Leanne. "Metapolis : virtual reality vs. real virtuality in a digital art pavillion." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/29982.
Повний текст джерелаDissertation (MArch(Prof))--University of Pretoria, 2011.
Architecture
unrestricted
Clarkson, Jacob. "The effects of augmented virtuality on presence, workload, and input performance." Master's thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/29492.
Повний текст джерелаGobbetti, Enrico. "Virtuality builder II : vers une architecture pour l'interaction avec des mondes synthétiques /." [S.l.] : [s.n.], 1994. http://library.epfl.ch/theses/?nr=1191.
Повний текст джерелаThomas, Susan-Jane. "A journey of integration : virtuality and physicality in a computer-mediated environment." Thesis, Nottingham Trent University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.429710.
Повний текст джерелаYeadon, Michelle. "The Nether Worlds of Jennifer Haley — A Case Study of Virtuality Theatre." Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23726.
Повний текст джерелаHyppönen, Riia. "Leadership in Geographically Dispersed teams : The Impact of Virtuality on Leader’s Role." Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-64578.
Повний текст джерелаBardová, Helena. "Realita a virtualita." Master's thesis, Vysoká škola ekonomická v Praze, 2009. http://www.nusl.cz/ntk/nusl-11677.
Повний текст джерелаČernoch, Michal. "Problematika vedení virtuálních týmů." Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-125016.
Повний текст джерелаKuřitka, Ivo. "Logistická koncepce pro virtuální organizace." Doctoral thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2008. http://www.nusl.cz/ntk/nusl-233711.
Повний текст джерелаBessa, Romeu Luiz de Castro. "Situating digital tools through ubiquitous virtuality confluences of art, architecture, and activity in HCI /." [Ames, Iowa : Iowa State University], 2008.
Знайти повний текст джерелаHussein, Mohamed. "Integrated real-virtuality system and environments for advanced control system developers and machines builders." Thesis, De Montfort University, 2008. http://hdl.handle.net/2086/4910.
Повний текст джерелаSchmidt, Christin. "An investigative study on virtuality in organizational team environments : concept, effects and managerial indications." Thesis, Glasgow Caledonian University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.494503.
Повний текст джерелаNolan, Terence Louis. "Virtuality, community and individuality : developing new insights into learning and knowledge in the small business." Thesis, University of Salford, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.272940.
Повний текст джерелаLukavská, Zuzana. "Analýza sociálního chování jedinců ve virtuálních sítích." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-19160.
Повний текст джерелаHaule, Damian Daniel. "Virtuality and reality of a near-optimal time-delayed teleoperator control system based on teleprogramming paradigm." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/NQ29957.pdf.
Повний текст джерелаHaule, Damian Daniel. "Virtuality and reality of a near-optimal time-delayed teleoperator control system based on teleprogramming paradigm." Thesis, McGill University, 1996. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=42052.
Повний текст джерелаRemote robotic systems are often very complex and difficult to operate, especially as multiple robots are integrated to accomplish difficult tasks in an unstructured or hazardous environments. In addition, training the operators is time-consuming and costly. A simulated virtual reality based system will provide a means by which operators can be trained to operate in an intuitive, and cost-effective way. Operator interaction with the remote system is at a high, task-oriented, level. Real-time state monitoring can prevent illegal robot actions and provides interactive feedback. A teleprogramming based simulator is essential for cost-effective Teleoperator Interface & Training (TIT) using supervisory control approach. An intelligent virtual interface is required which provides a rich means of presenting diagnostic and visual state information to the operator with reduced fatigue in real-time.
The Mobile Servicing System (MSS) Operations and Training Simulator (MOTS) will be used as a leading edge implementation of the teleprogramming concepts. MOTS provides high-fidelity, functional kinematic and dynamic software simulation of the MSS Space Segment in on-orbit configuration. MOTS is a real-time simulation environment of varying degrees of fidelity, along with an aggregate of software tools intended for the support of MSS space operations and training of crew and ground personnel. Primary interface to MOTS simulation models is through a Common Data Base (CDB) where telecommands are stored in a common shared memory. Hence, all telecommand data elements that are used to control the simulation modules are exported through the CDB by the Human Computer Interface (HCI) pages, hand controllers (H/C) and Display & Control (D&C) panel. Communication between simulation modules is achieved through the CDB in real-time.
Dempsey, Jennifer Camille. "Virtualizing the word| Expanding Walter Ong's theory of orality and literacy through a culture of virtuality." Thesis, Duquesne University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3615934.
Повний текст джерелаThis dissertation seeks to create a vision for virtuality culture through a theoretical expansion of Walter Ong's literacy and orality culture model. It investigates the ubiquitous and multimodal nature of the virtuality cultural phenomenon that is mediated by contemporary technology and not explained by pre-existing cultural conventions. Through examining the theoretical underpinnings of orality and literacy culture, the dissertation explores the cultural shift that is just beginning to restructure human consciousness through the ways that society is connecting, exploring and communicating. Further, this dissertation examines the contrasts between virtuality culture features and those related to traditional literacy and orality types, including the gap between the theory of secondary orality and virtuality culture. This dissertation also proposes three ways that contemporary technology creates human presence related to virtuality culture. Finally, this dissertation describes the broad implications for the evolution of virtuality culture in areas such as education, technology, literacy, philosophy, politics, linguistics, ethics, history, the arts and cultural studies.
Chittiphalangsri, Phrae. "Translation, orientalism and virtuality : English and French translations of the Bhagavad Gita and Sakuntala 1784-1884." Thesis, University College London (University of London), 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.508274.
Повний текст джерелаHoppe, Adrian Heinrich [Verfasser], and R. [Akademischer Betreuer] Stiefelhagen. "Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments / Adrian Heinrich Hoppe ; Betreuer: R. Stiefelhagen." Karlsruhe : KIT-Bibliothek, 2021. http://d-nb.info/123814828X/34.
Повний текст джерелаBerggren, Max, and Johanna Wiklund. "Conditions for Collaborative Creativity in Mobile Multi-Locational Work Systems : A managerial perspective on supporting collaborative creativity in a virtualized setting." Thesis, KTH, Industriell ekonomi och organisation (Inst.), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-124521.
Повний текст джерелаSalas, Silvia. "A Study of the Relationship between Employee Virtuality and Technology Deviance as Mediated by Leadership and Employee Perceptions." FIU Digital Commons, 2009. http://digitalcommons.fiu.edu/etd/104.
Повний текст джерелаMascarenhas, Aristeu Laurêncio Cordeiro [UNESP]. "Da determinação subjetiva a uma vida de pura imanência: críticas deleuzianas às filosofias do sujeito." Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/91746.
Повний текст джерелаCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
O tema principal desse trabalho é a apresentação da crítica dispensada por Gilles Deleuze às filosofias do sujeito. Este é um assunto recorrente em seus textos, embora apareça disperso principalmente no que diz respeito à figura do cogito como começo em filosofia e a sua inserção no quadro do que ele irá chamar de postulados da imagem dogmática do pensamento. Fugindo dessa imagem para devolver à imanência seus direitos, o autor irá propor um campo transcendental, e a partir daí, um plano de imanência pré-subjetivo e pré-objetivo como condição para se pensar uma subjetividade. Ver-se-á como Deleuze encontra no pensamento de Bergson rica fonte para afirmar a realidade virtual desse plano e do tempo que lhe é próprio; imaginado por esse autor como uma pura multiplicidade virtual que se atualiza em estados de coisa ou estados vividos. Afirmada a realidade desse plano, pode-se, a partir de então, voltar a pensar sujeito e objeto fora do “abrigo” da tradição. A crítica deleuziana mostra, ainda, que Descartes tivera papel fundamental como criador de uma vertente da imagem do pensamento levada a cabo como abrigo pelas filosofias da reflexão. Tal imagem se constitui a partir de uma subsunção da imanência ao interior de uma consciência pura, de um sujeito pensante. Será mostrado como a partir de Descartes, e com Kant e Husserl como aqueles que permaneceram presos à imagem dogmática, o plano de imanência é tratado como um campo da consciência. Estabelecida a crítica, será evidenciada a necessidade última do pensamento deleuziano de reafirmar esse plano após destituir a posição de fundamento assumida pela consciência. Apartado de qualquer forma de consciência o campo transcendental se mostra, então, como uma vida de pura imanência; e as terminologias subjetivas dão lugar às novas terminologias deleuzianas.
Luyt, Karen. "A managerial framework for the enablement of the performance of virtual knowledge workers." Thesis, University of Pretoria, 2012. http://hdl.handle.net/2263/24224.
Повний текст джерелаThesis (PhD)--University of Pretoria, 2012.
Human Resource Management
unrestricted
Jones, Donald. "Queered virtuality the claiming and making of queer spaces and bodies in the user-constructed synthetic world of Second Life /." CONNECT TO ELECTRONIC THESIS, 2007. http://dspace.wrlc.org/handle/1961/4293.
Повний текст джерелаNadal, Magnum C. "Real Virtuality| An Examination of Digital Identity and the Ethical Boundaries and Benefits of Appropriation in "Real"| Concerto for Vocaloid." Thesis, California State University, Long Beach, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10785362.
Повний текст джерелаThis paper examines the capabilities of Vocaloid synthesis software as a featured solo instrument in an original composition entitled “Real”: Concerto for Vocaloid, scored for an ensemble of vocalists, chamber orchestra, laptop performers who trigger Vocaloid playback and process electronic audio live, and multimedia elements that include video, staging, and lighting design. This paper discusses the inherent compositional issues of implementing Vocaloid within a concerto and multimedia setting through an examination of identity (reality vs. virtuality), the process of composing a concerto, and methods of creation. “Real”: Concerto for Vocaloid explores appropriation techniques, adaptation of electro-acoustic practices (and the subsequent inheritance of certain styles), and the use of a narrative involving crowd-sourced creativity, hyper-reality, consumerism, and the Vocaloid virtual instrument as a performer and platform.
Sánchez, Torrents Jordi. "La ciutat emergent: de l'urbanisme a la ciutat hiperrealitzada." Doctoral thesis, Universitat Ramon Llull, 2012. http://hdl.handle.net/10803/98252.
Повний текст джерелаEsta tesis presenta una propuesta teórica para analizar la ciudad y su transformación; de una ciudad planificada, contenida en sus muros, de piedra y de ladrillo, atada al tiempo y al espacio a una ciudad desbocada y planetaria, en red, fragmentada, sin geografía ni historia, infovirtual generada por las TIC. La tesis se divide en tres grandes bloques. Por un lado, en el primer bloque, se presenta la 'ciudad proyectada' que recoge la idea fundamental que la ciudad ha sido construida tanto con los hilos del instrumental físico como con el de las ideas. Por otro lado, un segundo bloque, titulado la 'ciudad realizada' en la cual se exponen algunas de las teorías que nos aproximan a la ciudad moderna y contemporánea remarcando muy especialmente las teorías sobre la ciudad vinculadas al espectáculo y al consumo. Por último, el tercer bloque, gira alrededor de la noción de 'ciudad hiperrealizada'; una ciudad infovirtual que acelera y acentúa los atributos de la ciudad contemporánea. La ciudad queda fragmentada en pedazos y aparece una nueva manera de pensar a tono con el pensamiento contemporáneo que adelgaza la línea entre realidad y la ilusión.
This thesis presents a theoretical framework for the analysis of the city in its transformation; from a planned city, contained within its walls, made of mortar and stone and settled in time and space, to an unbridled, planet-wide city, networked, fragmented, unbound from geography and history, infovirtual and ICT-generated. The thesis is divided in three sections. The first one introduces the "projected city", reviews the fundamental idea that a city is built with physical tools as much as it is built with ideas. The second section, titled the "realized city", puts forward some theories to approach the modern, contemporary city, making special emphasis in models that deal with the concepts of entertainment and consumerism in the city. The third and last section pertains to the "hyperrealized city"; an infovirtual city that speeds up and brings out all the qualities of the contemporary city. The city itself is shattered, and a new way of thinking about it is born, all while the line between reality and illusion gets ever thinner.