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Статті в журналах з теми "Visual and time-based digital thesis"

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Singh, Bohar, and Mrs Mehak Aggarwal. "Knn And Steerable Pyramid Based Enhanced Content Based Image Retrieval Mechanism." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 17, no. 2 (August 16, 2018): 7215–25. http://dx.doi.org/10.24297/ijct.v17i2.7606.

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Recently, digital content has become a significant and inevitable asset of or any enterprise and the need for visual content management is on the rise as well. There has been an increase in attention towards the automated management and retrieval of digital images owing to the drastic development in the number and size of image databases. A significant and increasingly popular approach that aids in the retrieval of image data from a huge collection is called Content-based image retrieval (CBIR). Content-based image retrieval has attracted voluminous research in the last decade paving way for development of numerous techniques and systems besides creating interest on fields that support these systems. CBIR indexes the images based on the features obtained from visual content so as to facilitate speedy retrieval. Content based image retrieval from large resources has become an area of wide interest nowadays in many applications. In this thesis work, we present a steerable pyramid based image retrieval system that uses color, contours and texture as visual features to describe the content of an image region. To speed up retrieval and similarity computation, the database images are classified and the extracted regions are clustered according to their feature vectors using KNN algorithm We have used steerable pyramid to extract texture features from query image and classified database images and store them in feature features. Therefore to answer a query our system does not need to search the entire database images; instead just a number of candidate images are required to be searched for image similarity. Our proposed system has the advantage of increasing the retrieval accuracy and decreasing the retrieval time.
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Skowroński, Krzysztof Piotr. "Stoic pragmatist ethics in the time of pandemic." Ethics & Bioethics 11, no. 1-2 (June 1, 2021): 82–91. http://dx.doi.org/10.2478/ebce-2021-0010.

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Abstract The present paper is a response, of sorts, to the challenges of the coronavirus pandemic (COVID) and lockdown that we all must face. We have an idea of what doctors, nurses, teachers, among many of the other professions, do for the general public, but one may ask whether there is something substantial that philosophers and ethicists can offer in these circumstances. The thesis of this paper is that the stoic attitude towards times of trouble and the pragmatist way of finding out what is possible to elevate the quality of living against all odds, if skilfully interwoven, could be an important tool in keeping mental health in good shape and, additionally, could contribute to the cultural scene at large. If this is the case, stoic pragmatists can indeed offer an interesting example of practical philosophy for many audiences, especially during the pandemic lockdown and, perhaps, for other serious difficulties or problems. To be effective in delivering their message, stoic pragmatists, as most with philosophers today, should enrich their textual and oral modes of traditional transmission of knowledge and become digital-culture public intellectuals that can recognize and reach more general audiences by, among other things, visual modes of digital communication.
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Feng, Liang, Liang Yuhong, and Li Jian. "Information-Based Development Trend of Building Skin Design." Leonardo 47, no. 2 (April 2014): 173–75. http://dx.doi.org/10.1162/leon_a_00736.

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From the perspective of Information design science, this thesis discusses the fact that in the transition of the entire society toward informatization, building skins have unprecedentedly picked up more complex functions and borne more social responsibilities, as shown in the following aspects: As the interaction between outdoor advertising media and humans and environment, as the media that link up indoor and outdoor information and as the media for indoor householders to express their needs, the infiltration of being digital into the architectural field has made building skins the interface for human-computer interaction in a broad sense. Accordingly, in addition to professional skills, architectural designers must keep on learning the knowledge and methods of digital interactive design and develop the awareness of studying inhabitants' behaviors. Architectural design has become an integration process of massive information in a way that is different from traditional design ideas. Therefore, designers need to look for more appropriate building skin design methods in this new period of architectural design.
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Robbins, Christopher. "Crossing Conventions in Web-Based Art: Deconstruction as a Narrative Device." Leonardo 40, no. 2 (April 2007): 161–66. http://dx.doi.org/10.1162/leon.2007.40.2.161.

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The author explores the thesis that crossing the boundaries of genre within a medium requires the reassignment of defining constructs and can be used as a tool for deconstructing the medium. In this process, elements considered impartial or invisible become consciously manipulated tools, deconstructed and reassigned as narrative devices. The author posits that this reassessment is essential for the continued development of any medium or genre and discusses reasons for its recent renewed prominence. The author traces convention-crossing in several media, revealing attributes that are redefined by subversions, and explores subversions of digital media constructs, before discussing his own forays into web-based works that hinge on the artifice of convention.
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Liang, Ju Hua, and Jun Qian. "A Method for Printing Image Sharpening Based on the Principle of Electronic Scanners." Applied Mechanics and Materials 543-547 (March 2014): 2368–72. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.2368.

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For enhancing printing images quality so as to meet human visual needs, two ways of scanners clarity compensating by optical unsharp-mask and electronic second differential had been devoted based on investigating the cause of cut down on presswork definition produced by printing, the advantages of the twofold method which combine the two was also discussed in the thesis. The method of applying the technique was proposed in digital image processing. Tests had been done on standard images by the suggested method in Matlab, normal ways of USM and second differential were also used for comparing, printing proofs were made after manipulation for subjective evaluation on sharpening degree, statistic analysis on assessment data was also made, which shows that: the second differential method will bring the highest clarity on images with the side-effect of too heavy edges, USM can get relative mild margins and slightly lacking of distinct, the twofold method get preferable contour strengthen and smoothness, it can be used in printing image sharpening.
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Emilia, C. "Implementing new digital options in education/ occupational/ play/ art therapy as tools for self-knowledge, self-managements, self-esteem." European Psychiatry 64, S1 (April 2021): S681—S682. http://dx.doi.org/10.1192/j.eurpsy.2021.1808.

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IntroductionThe purpose of art in art-therapy, in this context, is not an exercise of the already acquired knowledge upon the artistic material, but a discovery of the yet unknown. “Multimedia technology, which has evolved into meaningful visual representations, incorporates the science behind human perception and knowledge…Contemporary visual arts bring together, in different degrees of relationship and fusion, fields of art that until now were understood and practiced more individually. The most suitable territory for this partnership is that of the physical and metaphysical environment, provided by the installationist and shareholder arts.” [1].ObjectivesArt-based therapies, as nondirective methods, attempt to visualize past traumatic experiences and harmonize the individual with himself and with others.MethodsIn the preventive activities we include all activities involving nonverbal communication and holistic engagement. ”Beneficiaries can create their own images with which they want to interact, to arrange their environment…We experiment with art-specific ways to make interdisciplinary exchanges and cultural interferences using the universal language of visual arts along with intercultural elements and religious ecumenism … Sometimes, common themes with schools and higher education are addressed as an extra-curricular complement. Benefits are multiple, diverse and complex, appear on the paths that offer inter/pluri/transcultural learning opportunities and exchange of knowledge, making space and time connections between different cultures. [2]ResultsThe creative process and the interaction increases self esteem, courage, taking of risks, the learning of new skills.ConclusionsNew ideas, conceptions and ways of expression emerge, enriching the patient’s life according with the therapeutic purposes. [3].DisclosureREFERENCES [1] Chirila, Emilia (2011), PhD Thesis, Educaţie artistică şi art-terapie cu mijloace specifice ceramicii [Artistic Education and Art-therapy within the Specific Means of Ceramics], University of Art and Design, Cluj-Napoca, Romania, p. 390
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Shaumi, Rahmat. "Indonesian-Aceh Application Translation Design Based on Android." International Journal Education and Computer Studies (IJECS) 1, no. 1 (May 4, 2021): 24. http://dx.doi.org/10.35870/ijecs.v1i1.331.

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Language is a sign to communicate. In the world, there are many languages that characterize the country, for example, the State of Indonesia which has various regional languages, one of which is the Aceh language which is dominantly used by residents in the Aceh Province to communicate. The purpose of this research is to design and build an android-based digital dictionary application that can be used to make it easier to find translated vocabulary in Indonesian or in Acehnese so that they can be used in general so as to provide convenience for the user. The method used in this thesis is the prototyping method. Based on the test results on the Android-based Indonesian-Aceh application, it can be seen and can conclude several things, namely; The search system is designed to be able to display words in the text file in program code faster because it does not require large data, in the coding process using the auto-search model and an array that matches the application user input string, this dictionary application is designed using Xamarin Microsoft Visual Studio 2017 which can be exported on IOS and Windows Phone systems in a single project built.
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Vanderbeeken, Robrecht. "Relive the Virtual: an Analysis of Unplugged Performance Installations." New Theatre Quarterly 26, no. 4 (November 2010): 361–68. http://dx.doi.org/10.1017/s0266464x10000667.

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Can retro media make us relive the virtual from digital media? Following McLuhan's thesis that the proper characteristics of a medium are revealed through remediation, it could well be that retro media re-enacting digital media can make explicit what the concept ‘virtual’ entails. Two recent works analyzed in this article take as their starting point antique theatrical techniques (the ballet pulley, the panorama) to evoke optical illusions, not to stage another illusion but for other purposes. Both works, which have no actual connection with cyberspace, include non-narrative interplay with antiquated technological installations that generate a challenging experience for the contemporary spectator in a digital era. The performance-installation I / II / III / IIII by Kris Verdonck stages a repetition in time in which the viewer gets trapped. By reviving virtual features into real ones and presenting them in replay-mode, the viewer discovers how a variation of sameness can evoke significant differences, or how identity arises due to a repetition in time. Hans Op de Beeck's installation Location (6) displays an all-round view in a real but generic space that induces the spectator's performative power – like an avatar, able to dwell in the virtuality of personal imagination. Robrecht Vanderbeeken has published on a variety of topics, including metaphysics, philosophy of technology, and aesthetics. Formerly a researcher in the Theory Department of the Jan van Eyck Academy, he now teaches at the Royal Academy of Fine Art at University College Ghent (KASK), and is currently researching the philosophical implications of technological innovations in art and culture.
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Głowacka, Ewa. "Assessment of the quality of digital libraries based on the principles of information architecture. Research plan." Digital Library Perspectives 37, no. 4 (October 18, 2021): 416–28. http://dx.doi.org/10.1108/dlp-10-2020-0104.

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Purpose The purpose of this paper is to present a detailed plan of research on the information architecture of digital library websites. Design/methodology/approach The research plan was prepared on the basis of a critical analysis of the scientific literature concerning the areas and criteria for the analysis and evaluation of the information architecture of digital resources. The evaluation criteria selected in individual areas of information architecture and the entire evaluation model were tested on the example of Europeana. The study proposes criteria for all areas of information architecture: service identity, organizational system, labeling system and navigation system. Findings The proposed research model containing areas and criteria for assessing usefulness from the point of view of information architecture may complement the methodology for assessing digital libraries. In a structured manner, it presents areas important for building good digital resources together with criteria for heuristic evaluation. This thesis is confirmed by a study conducted on the example of Europeana. Research limitations/implications For a more precise assessment of quality, you can add to the proposed criteria related to the information architecture the criteria proposed by Nielsen or other authors. These include, e.g. help users recognize, diagnose and recover from errors, result relevance, consistency of terminology and specific action conventions and an appropriate visual presentation. Practical implications The model can be used to assess the quality of websites of various digital libraries. Originality/value The methodology of assessing the quality of digital libraries is in the stage of formation and development. Such studies can apply evaluation criteria prepared to analyze all kinds of information systems and most of all web pages. At the beginning of the 21st century, concepts of using information architecture principles to design and evaluate digital libraries’ usability began to take shape. However, no detailed criteria for evaluating digital libraries based on the principles of information architecture have been presented.
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Aldino, Ivanovich. "Strategi Pemasaran Digital Pariwisata Berbasis Budaya Pemerintah Kota Surakarta (Studi Kasus Batik Solo TV di Instagram)." Jurnal Tata Kelola Seni 7, no. 1 (May 24, 2021): 45–61. http://dx.doi.org/10.24821/jtks.v7i1.5350.

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Penelitian ilmiah terkait promosi digital dalam bidang pariwisata kota dibutuhkan untuk memberikan edukasi pentingnya perancangan sistem promosi di era digital. Studi kasus pada Batik Solo TV ini membahas dan menganalisis berbagai faktor yang memengaruhi capaian konten promosi digital yang diunggah akun resmi Pemerintah Kota Surakarta dalam platform media sosial. Rumusan penelitian ini mengulas strategi yang dilakukan pengelola Solo Batik TV dalam merancang konten dan bekerja sama dengan pengelola event kebudayaan di Kota Surakarta. Penelitian ini juga menguji konten promosi digital Solo Batik TV dengan sudut pandang follower akun media sosial pemerintah kota. Penulis menggunakan metode penelitian deskriptif kualitatif dengan pendekatan studi kasus, bertujuan mengetahui teknik penerapan konten audio visual untuk meningkatkan hasil capaian dari kegiatan kebudayaan Kota Surakarta. Penelitian ini menunjukkan bagaimana pengelola Solo Batik TV mengelola konten promosi digital wisata kota. Sehingga hasil penelitian bisa memberikan pandangan baru dalam implementasi manajemen khususnya pada bidang pengelolaan konten audio visual untuk promosi digital wisata kota. Tourism Digital Marketing Strategy Based on the Culture of the Surakarta City Government (Case Study Batik Solo TV on Instagram) ABSTRACT Scientific research in digital promotion for city tourism is paramount to educate the importance of promotion system design in the digital era. A case studies Solo Batik TV analyzing and discussing factors concerning achieved digital promotion content uploaded by official Surakarta’s Government account on the social media platform. This research reviews strategy used by Solo Batik TV management in designing content and collaboration with other cultural affairs agencies in Surakarta. This thesis also tested Solo Batik TV digital promotion content from the city’s social media follower perspective. The researcher used a qualitative descriptive research method with a case study approach to better understand the usage of audiovisual content to increase performance from cultural events in Surakarta. This research shows how Solo Batik TV manages the city’s digital promotion content. This research aims to give a new perspective in the management implementation, notably in the audiovisual content management for city digital tourism promotion.
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Дисертації з теми "Visual and time-based digital thesis"

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Bodnarova, Adriana. "Texture analysis for automatic visual inspection and flaw detection in textiles." Thesis, Queensland University of Technology, 2000.

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Derrick, Emory Joseph. "A visual simulation support environment based on a multifaceted conceptual framework." Diss., This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-06062008-171636/.

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Nguyen, Anthony Giang. "Rate control based on human visual perception characteristics and its application in encoding time-lapse video /." Thesis, Connect to this title online; UW restricted, 2002. http://hdl.handle.net/1773/5921.

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Xi, Min. "Image sequence guidance for mobile robot navigation." Thesis, Queensland University of Technology, 1998. https://eprints.qut.edu.au/36082/1/36082_Xi_1998.pdf.

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Vision based mobile robot navigation is a changeling issue in automated robot control. Using a camera as an active sensor requires the processing of a huge amount of visual data that is captured as image sequence. The relevant visual information for a robot navigation system needs to be extracted from the visual data and used for a real-time control. Several questions need to be answered including:1) What is the relevant information and how to extract it from a sequence of 2D images? 2) How to recognise the 3D surrounding environment from the extracted images? 3) How to generate a collision-free path for robot navigation? This thesis discusses all three questions and presents the design of a complete vision based mobile robot navigation system for an a priori unknown indoor environment. The image sequence is captured continuously via an on-board camera during robotnavigation. The movement of the robot with mounted camera causes an optical flow of image points which are utilised for extraction of three dimensional information and the estimation of robot motion in the scene. The developed algorithm of image sequence processing is designed with emphasis on speed such that the system can be fast enough to meet the real-time control requirement. The introduction of a reference image enables the prediction of regions of interest in the image sequence for reducing computational complexity. The system is able to recognise three-dimensional surroundings from the image sequence and to reconstruct them into atwo-dimensional map with information about the location of obstacles. From this map, a collision-free path is generated with the grid potential algorithm used for robot navigation. Furthermore, the system has the capabilities of learning and establishing the geometric construction of the building by exploration which is the first step in building a preliminary artificial intelligent mobile robot.
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Wang, Ge. "Doubly fed induction generator (DFIG)-based wind power generation system simulation using real-time digital simulator (RTDS) a thesis presented to the faculty of the Graduate School, Tennessee Technological University /." Click to access online, 2009. http://proquest.umi.com/pqdweb?index=0&did=2000377761&SrchMode=1&sid=4&Fmt=6&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1277818196&clientId=28564.

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Morosanu, Roxana. "Presents of the Midlands : domestic time, ordinary agency and family life in an English town." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/16243.

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Focusing on the everyday lives of middle-class English families in a medium size town situated in the Midlands, this doctoral thesis contributes to anthropological debates on the topics of human agency, time, domesticity, mothering, and kinship. Organized upon the idea that cultural models of time are inextricably linked to understandings of agency (Greenhouse 1996), the thesis links Moore s (2011) post-vitalist theoretical framework and the work of Foucault (1990, 2000) on ethical practices, with Gershon s (2011) critique of neoliberal agency . The concept of ordinary agency is proposed for situating everyday actions as significant actions that contribute to social transformation. Three cultural models of time are identified spontaneity, anticipation and family time and the types of ordinary agencies that they engage are described in three dedicated chapters. The first chapter discusses the theoretical framework of the thesis. The second chapter addresses methodological issues, and discusses the methods that the author developed during her ethnographic fieldwork for looking at people s relationships with time. The third chapter addresses the time mode of spontaneity, presenting ethnographic examples of digital media use at home, and introducing theoretical tools for situating the forms of agency engendered by spontaneity. The fourth chapter looks at the time mode of anticipation in relation to mothering, motherhood and care. This chapter is accompanied by a video component, titled Mum s Cup and situated in the appendix of the thesis. Based on material that the participants filmed in solitude, for a self-interviewing with video task, Mum s Cup is a visual point of departure for theorising the Mother-Multiple ontological position that is described in chapter IV. Alongside providing a visual ethnographic lever for endorsing a theoretical concept, the video project also reflects on the relationship between the researcher and the participants, a relationship that, for various reasons (some related to length limitations), is not fully described in the textual corpus of the thesis. Discussing two types of domestic sociality, the fifth chapter looks at family time and at the forms of agency engendered by the idea and by the experience of having a family-style lifestyle (Strathern 1992), and it draws on, and contributes to, bodies of literature on English kinship. The last chapter addresses the context of the research which is an interdisciplinary project looking at domestic energy consumption ; it situates the position of the author in relation to the domestic sustainability agenda and to debates on interdisciplinarity, and it formulates ideas about possible applications that the anthropological knowledge gained by the author through her research could have in relation to the context that originally framed and facilitated the research.
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Tolmie, Julie, and julie tolmie@techbc ca. "Visualisation, navigation and mathematical perception: a visual notation for rational numbers mod1." The Australian National University. School of Mathematical Sciences, 2000. http://thesis.anu.edu.au./public/adt-ANU20020313.101505.

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There are three main results in this dissertation. The first result is the construction of an abstract visual space for rational numbers mod1, based on the visual primitives, colour, and rational radial direction. Mathematics is performed in this visual notation by defining increasingly refined visual objects from these primitives. In particular, the existence of the Farey tree enumeration of rational numbers mod1 is identified in the texture of a two-dimensional animation. ¶ The second result is a new enumeration of the rational numbers mod1, obtained, and expressed, in abstract visual space, as the visual object coset waves of coset fans on the torus. Its geometry is shown to encode a countably infinite tree structure, whose branches are cosets, nZ+m, where n, m (and k) are integers. These cosets are in geometrical 1-1 correspondence with sequences kn+m, (of denominators) of rational numbers, and with visual subobjects of the torus called coset fans. ¶ The third result is an enumeration in time of the visual hierarchy of the discrete buds of the Mandelbrot boundary by coset waves of coset fans. It is constructed by embedding the circular Farey tree geometrically into the empty internal region of the Mandelbrot set. In particular, coset fans attached to points of the (internal) binary tree index countably infinite sequences of buds on the (external) Mandelbrot boundary.
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Fenollosa, Artés Felip. "Contribució a l'estudi de la impressió 3D per a la fabricació de models per facilitar l'assaig d'operacions quirúrgiques de tumors." Doctoral thesis, Universitat Politècnica de Catalunya, 2019. http://hdl.handle.net/10803/667421.

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Анотація:
La present tesi doctoral s’ha centrat en el repte d’aconseguir, mitjançant Fabricació Additiva (FA), models per a assaig quirúrgic, sota la premissa que els equips per fer-los haurien de ser accessibles a l’àmbit hospitalari. L’objectiu és facilitar l’extensió de l’ús dels prototips com a eina de preparació d’operacions quirúrgiques, transformant la pràctica mèdica actual de la mateixa manera que en el seu moment ho van fer tecnologies com les que van facilitar l’ús de radiografies. El motiu d’utilitzar FA, en lloc de tecnologies més tradicionals, és la seva capacitat de materialitzar de forma directa les dades digitals obtingudes de l’anatomia del pacient mitjançant sistemes d’escanejat tridimensional, fent possible l’obtenció de models personalitzats. Els resultats es centren en la generació de nou coneixement sobre com aconseguir equipaments d’impressió 3D multimaterials accessibles que permetin l’obtenció de models mimètics respecte als teixits vius. Per facilitar aquesta buscada extensió de la tecnologia, s’ha focalitzat en les tecnologies de codi obert com la Fabricació per Filament Fos (FFF) i similars basades en líquids catalitzables. La recerca s’alinea dins l’activitat de desenvolupament de la FA al CIM UPC, i en aquest àmbit concret amb la col·laboració amb l’Hospital Sant Joan de Déu de Barcelona (HSJD). El primer bloc de la tesi inclou la descripció de l’estat de l’art, detallant les tecnologies existents i la seva aplicació a l’entorn mèdic. S’han establert per primer cop unes bases de caracterització dels teixits vius -sobretot tous- per donar suport a la selecció de materials que els puguin mimetitzar en un procés de FA, a efectes de millorar l’experiència d’assaig dels cirurgians. El caràcter rígid dels materials majoritàriament usats en impressió 3D els fa poc útils per simular tumors i altres referències anatòmiques. De forma successiva, es tracten paràmetres com la densitat, la viscoelasticitat, la caracterització dels materials tous a la indústria, l’estudi del mòdul elàstic de teixits tous i vasos, la duresa d’aquests, i requeriments com l’esterilització dels models. El segon bloc comença explorant la impressió 3D mitjançant FFF. Es classifiquen les variants del procés des del punt de vista de la multimaterialitat, essencial per fer models d’assaig quirúrgic, diferenciant entre solucions multibroquet i de barreja al capçal. S’ha inclòs l’estudi de materials (filaments i líquids) que serien més útils per mimetitzar teixits tous. Es constata com en els líquids, en comparació amb els filaments, la complexitat del treball en processos de FA és més elevada, i es determinen formes d’imprimir materials molt tous. Per acabar, s’exposen sis casos reals de col·laboració amb l’HJSD, una selecció d’aquells en els que el doctorand ha intervingut en els darrers anys. L’origen es troba en la dificultat de l’abordatge d’operacions de resecció de tumors infantils com el neuroblastoma, i a la iniciativa del Dr. Lucas Krauel. Finalment, el Bloc 3 té per objecte explorar nombrosos conceptes (fins a 8), activitat completada al llarg dels darrers cinc anys amb el suport dels mitjans del CIM UPC i de l’activitat associada a treballs finals d’estudis d’estudiants de la UPC, arribant-se a materialitzar equipaments experimentals per validar-los. La recerca ampla i sistemàtica al respecte fa que s’estigui més a prop de disposar d’una solució d’impressió 3D multimaterial de sobretaula. Es determina que la millor via de progrés és la de disposar d’una pluralitat de capçals independents a fi de capacitar la impressora 3D per integrar diversos conceptes estudiats, materialitzant-se una possible solució. Cloent la tesi, es planteja com seria un equipament d’impressió 3D per a models d’assaig quirúrgic, a fi de servir de base per a futurs desenvolupaments.
La presente tesis doctoral se ha centrado en el reto de conseguir, mediante Fabricación Aditiva (FA), modelos para ensayo quirúrgico, bajo la premisa que los equipos para obtenerlos tendrían que ser accesibles al ámbito hospitalario. El objetivo es facilitar la extensión del uso de modelos como herramienta de preparación de operaciones quirúrgicas, transformando la práctica médica actual de la misma manera que, en su momento, lo hicieron tecnologías como las que facilitaron el uso de radiografías. El motivo de utilizar FA, en lugar de tecnologías más tradicionales, es su capacidad de materializar de forma directa los datos digitales obtenidos de la anatomía del paciente mediante sistemas de escaneado tridimensional, haciendo posible la obtención de modelos personalizados. Los resultados se centran en la generación de nuevo conocimiento para conseguir equipamientos de impresión 3D multimateriales accesibles que permitan la obtención de modelos miméticos respecto a los tejidos vivos. Para facilitar la buscada extensión de la tecnología, se ha focalizado en las tecnologías de código abierto como la Fabricación por Hilo Fundido (FFF) y similares basadas en líquidos catalizables. Esta investigación se alinea dentro de la actividad de desarrollo de la FA en el CIM UPC, y en este ámbito concreto con la colaboración con el Hospital Sant Joan de Déu de Barcelona (HSJD). El primer bloque de la tesis incluye la descripción del estado del arte, detallando las tecnologías existentes y su aplicación al entorno médico. Se han establecido por primera vez unas bases de caracterización de los tejidos vivos – principalmente blandos – para dar apoyo a la selección de materiales que los puedan mimetizar en un proceso de FA, a efectos de mejorar la experiencia de ensayo de los cirujanos. El carácter rígido de los materiales mayoritariamente usados en impresión 3D los hace poco útiles para simular tumores y otras referencias anatómicas. De forma sucesiva, se tratan parámetros como la densidad, la viscoelasticidad, la caracterización de materiales blandos en la industria, el estudio del módulo elástico de tejidos blandos y vasos, la dureza de los mismos, y requerimientos como la esterilización de los modelos. El segundo bloque empieza explorando la impresión 3D mediante FFF. Se clasifican las variantes del proceso desde el punto de vista de la multimaterialidad, esencial para hacer modelos de ensayo quirúrgico, diferenciando entre soluciones multiboquilla y de mezcla en el cabezal. Se ha incluido el estudio de materiales (filamentos y líquidos) que serían más útiles para mimetizar tejidos blandos. Se constata como en los líquidos, en comparación con los filamentos, la complejidad del trabajo en procesos de FA es más elevada, y se determinan formas de imprimir materiales muy blandos. Para acabar, se exponen seis casos reales de colaboración con el HJSD, una selección de aquellos en los que el doctorando ha intervenido en los últimos años. El origen se encuentra en la dificultad del abordaje de operaciones de resección de tumores infantiles como el neuroblastoma, y en la iniciativa del Dr. Lucas Krauel. Finalmente, el Bloque 3 desarrolla numerosos conceptos (hasta 8), actividad completada a lo largo de los últimos cinco años con el apoyo de los medios del CIM UPC y de la actividad asociada a trabajos finales de estudios de estudiantes de la UPC, llegándose a materializar equipamientos experimentales para validarlos. La investigación amplia y sistemática al respecto hace que se esté más cerca de disponer de una solución de impresión 3D multimaterial de sobremesa. Se determina que la mejor vía de progreso es la de disponer de una pluralidad de cabezales independientes, a fin de capacitar la impresora 3D para integrar diversos conceptos estudiados, materializándose una posible solución. Para cerrar la tesis, se plantea cómo sería un equipamiento de impresión 3D para modelos de ensayo quirúrgico, a fin de servir de base para futuros desarrollos.
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Tolmie, Julie. "Visualisation, navigation and mathematical perception: a visual notation for rational numbers mod1." Phd thesis, 2000. http://hdl.handle.net/1885/6969.

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There are three main results in this dissertation. The first result is the construction of an abstract visual space for rational numbers mod1, based on the visual primitives, colour, and rational radial direction. Mathematics is performed in this visual notation by defining increasingly refined visual objects from these primitives. In particular, the existence of the Farey tree enumeration of rational numbers mod1 is identified in the texture of a two-dimensional animation. The second result is a new enumeration of the rational numbers mod1, obtained, and expressed, in abstract visual space, as the visual object coset waves of coset fans on the torus. Its geometry is shown to encode a countably infinite tree structure, whose branches are cosets, nZ+m, where n, m (and k) are integers. These cosets are in geometrical 1-1 correspondence with sequences kn+m, (of denominators) of rational numbers, and with visual subobjects of the torus called coset fans. The third result is an enumeration in time of the visual hierarchy of the discrete buds of the Mandelbrot boundary by coset waves of coset fans. It is constructed by embedding the circular Farey tree geometrically into the empty internal region of the Mandelbrot set. In particular, coset fans attached to points of the (internal) binary tree index countably infinite sequences of buds on the (external) Mandelbrot boundary.
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Книги з теми "Visual and time-based digital thesis"

1

David, Schloss. The blue pixel guide to travel photography: Perfect photos every time. Berkeley, Calif: Peachpit, 2005.

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2

Schedel, Margaret. Colour is the Keyboard. Edited by Roger T. Dean and Alex McLean. Oxford University Press, 2018. http://dx.doi.org/10.1093/oxfordhb/9780190226992.013.8.

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This chapter discusses the phenomenon of ‘synaesthesia’, the phenomenon in which a visual perception gives rise to a musical sense-impression, or vice-versa. The chapter covers over one hundred years of artists, composers, and inventors developing sculptures, instruments, and systems to transcode visual data into sonic material. This time frame encompasses mechanical, analogue, digital, and hybrid systems. Most of the algorithmic procedures in these case studies are not reversible; in other words, the visuals cannot be generated from the sound. In many cases the visual aspect is not even meant to be seen as part of the experience, while in others the visual aspect is an equal partner in a synaethestic experience.
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3

Schloss, David. Blue Pixel Guide to Travel Photography: Perfect Photos Every Time, The. Peachpit Press, 2005.

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4

Lund, Cornelia. Sculpting Image and Sound. Edited by Yael Kaduri. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199841547.013.40.

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Digital technology increasingly has offered new possibilities of combining audio and visual elements, be it in live performances, installations, or videos. The Canadian artist and musician Herman Kolgen plays the different genres like a virtuoso, exploring overarching themes in audiovisual performances as well as audiovisual installations. This chapter offers a case study that takes Kolgen’s work as an example of artistic production that pushes its investigation of audiovisual combinations in different directions by its flexible use of analog and digital media formats. The chapter first discusses the status of Kolgen’s work in terms of categories of audiovisual production such asvisual music, live cinema, andsound art. It then focuses on an analysis of his work under three aspects: exploration of media formats, use of technology, and relation to performance and performativity. At the same time, the chapter situates Kolgen’s work in the wider context of audiovisual art.
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5

Whiting, Rebecca, Helen Roby, Gillian Symon, and Petros Chamakiotis. Participant-led video diaries. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198796978.003.0010.

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Rebecca Whiting, Helen Roby, Gillian Symon, and Petros Chamakiotis develop an unconventional research design using video methods, asking participants to produce their own video diaries, a process which is then followed by narrative interviews. This approach generates multi-modal data: audio, visual, and textual, and involves adopting a qualitative perspective, and a social constructionist epistemology. This participant-led research design allows researchers to investigate a range of issues that are not often recalled in interviews or surveys, by capturing naturally occurring, real-time events and activities, and micro-interactions including non-verbal behaviours. Although video methods are used in other disciplines, they are rare in organizational research. The approach is illustrated by a study which explored how digital technologies affect our ability to manage switches across work-life boundaries. Analysis of participants’ video diaries illustrates the theoretical and reflexive insights that can be gained from this method. The problems and pitfalls encountered in this study are also considered.
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Keegan, Cáel M. Lana and Lilly Wachowski. University of Illinois Press, 2018. http://dx.doi.org/10.5622/illinois/9780252042126.001.0001.

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This book analyzes the filmmaking careers of Lana and Lilly Wachowski as the world’s most influential transgender media producers. Situated at the intersection of trans* studies and black feminist film studies, it argues that the Wachowskis’ cinema has been co-constitutive with the historical appearance of transgender, tracing how their work invents a trans* aesthetics of sensation that has disrupted conventional schemas of race, gender, space, and time. Offering new readings of the Wachowskis’ films and television, it illustrates the previously unsensed presence of transgender in the subtext of queer cinema, in the design of digital video, and in the emergence of a twenty-first-century global cinematic imaginary. It is in the Wachowskis’ art, the author argues, that transgender cultural production most centrally confronts cinema’s construction of reality, and in which white, Western transgender subjectivity most directly impacts global visual culture. Thus, the Wachowskis’ cinema is an inescapable archive for sensing the politics of race and gender in the present moment.
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Rosenberg, Douglas, ed. The Oxford Handbook of Screendance Studies. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199981601.001.0001.

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The Oxford Handbook of Screendance Studies is the first publication to offer a scholarly overview of the histories, practices, and critical and theoretical foundations of the rapidly changing landscape of screendance. Drawing on their practices, technologies, theories, and philosophies, scholars from the fields of dance, performance, visual art, cinema, and media arts articulate the practice of screendance as an interdisciplinary, hybrid form that has yet to be correctly sited as an academic field worthy of critical investigation. Each essay discusses and reframes current issues, as a means of promoting and enriching dialogue within the wider community of dance and the moving image. Topics addressed include politics of the body; agency, race, and gender in screendance; the relationship of choreography to image; constructs of space and time; dance and interactive and digital technology; representation and effacement; production and curatorial practice; and other areas of intersecting disciplines, such as kinesthetic explorations. The Oxford Handbook of Screendance Studies features newly commissioned and original scholarship that will be essential reading for all those interested in the intersection of dance and the moving image, including film and videomakers, choreographers and dancers, screendance and videodance artists, academics and writers, producers, composers, as well as the wider public. It will become an invaluable resource for researchers and professionals in the field and is intended as the first classroom text for screendance courses.
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Nye, David E. Seven Sublimes. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/13830.001.0001.

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A reconception of the sublime to include experiences of disaster, war, outer space, virtual reality, and the Anthropocene. We experience the sublime—overwhelming amazement and exhilaration—in at least seven different forms. Gazing from the top of a mountain at a majestic vista is not the same thing as looking at a city from the observation deck of a skyscraper; looking at images constructed from Hubble Space Telescope data is not the same as living through a powerful earthquake. The varieties of sublime experience have increased during the last two centuries, and we need an expanded terminology to distinguish between them. In this book, David Nye delineates seven forms of the sublime: natural, technological, disastrous, martial, intangible, digital, and environmental, which express seven different relationships to space, time, and identity. These forms of the sublime can be experienced at historic sites, ruins, cities, and national parks, or on the computer screen. We find them in beautiful landscapes and gigantic dams, in battle and on battlefields, in images of black holes and microscopic particles. The older forms are tangible, when we are physically present and our senses are fully engaged; increasingly, others are intangible, mediated through technology. Nye examines each of the seven sublimes, framed by philosophy but focused on historical examples.
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Millers, Māris. Governance of the Owner-Managed Small and Medium-Sized Enterprises. RTU Press, 2021. http://dx.doi.org/10.7250/9789934227202.

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The Doctoral Thesis examines how understanding of small and medium-sized enterprises, concept of owner-manager and government practices have evolved and changed over time. Empirical study on governance of owner-managed SMEs has been carried out, and research data have been analyzed using methods of statistical and visual analysis. A new typology of SME owners-managers, SME profiling based on governance approaches, and methodology that SME owners and managers can use to analyze and develop their businesses is developed in this work.
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Barham, Jeremy. The Music of Gustav Mahler in Experimental Film Contexts. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190469894.003.0015.

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The anniversary years of the composer Gustav Mahler (150 years of his birth in 2010, 100 years of his death in 2011) took place in the age of digital media, whose technological possibilities afforded strikingly diverse opportunities to mark the occasion. Various experimental sound and video artists, produced audiovisual translations and interpretations of the composer’s music at this time, including Danish composer Henrik Marstal with VJ Dark Matters, and Austrian experimental composer Fennesz with Berlin-based video artist Lillevan. Building on a tradition which had begun in the 1990s, this repertoire is examined here from the theoretical and historical perspectives of “visual music” and intermediality.
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Частини книг з теми "Visual and time-based digital thesis"

1

Chen, Xudong, Yu Zhu, Bingbing Zheng, and Junjian Huang. "Real-Time Semantic Mapping of Visual SLAM Based on DCNN." In Digital TV and Multimedia Communication, 194–204. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-8138-6_16.

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2

Luckman, Susan, and Jane Andrew. "Creative Craft and Design Microenterprise in the Age of Social Media." In Creative Working Lives, 207–38. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-44979-7_8.

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AbstractThis chapter reports upon how makers experience and negotiate the increasing demands of social media, in particular the highly visual and stylised world of Instagram. While a recurrent theme through the research was how ‘easy’ it is to establish an online retail presence, the work involved in maintaining and building their brand was identified consistently as the real challenge. It is in this context that the demands of social media as a new normal baseline eating up time makers would rather spend making appear as part of the new administrative burden facing the self-employed and creative microenterprises. The chapter finishes on a final note acknowledging, but also problematising, the ongoing role of locality-based support organisations in the digital age.
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Jain, Shubham, Thomas Schweiss, Simon Bender, and Dirk Werth. "Omnichannel Retail Customer Experience with Mixed-Reality Shopping Assistant Systems." In Advances in Visual Computing, 504–17. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-90439-5_40.

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AbstractMixed reality has been identified as one of the technologies that can be deployed in omnichannel retail to improve the customer shopping experience. The article presents a mixed reality based digital shopping assistant which aims to provide retail customers with a holistic shopping experience. Design science research methodology is used to develop this physical artifact that comprises of assisting elements: product information, reviews, recommendations and a buy button. A study was conducted with two different head-mounted displays (Microsoft HoloLens and HoloLens 2) where 29 participants evaluated the proposed physical artifact and brings out the relationship between shopping experience constructs that constitutes a modern omnichannel retail customer experience. Results show a positive attitude of customers towards the technology. Differences between the two-head mounted displays were observed in terms of perceived privacy issues. Technology adoption, enjoyment and security beliefs of the customers are observed to have a significant effect on the user’s intention to use the technology. The results also reveal that a customer’s perceived convenience, perceived service quality, attitude towards the retailer and the word of mouth are affected significantly by their intention to use the technology. These results, along with qualitative comments from the participants are used to extract research, development and deployment implications for future iterations of shopping assistant systems based on mixed reality.
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Pochwatko, Grzegorz, Justyna Świdrak, Wiesław Kopeć, Zbigniew Jȩdrzejewski, Agata Feledyn, Matthias Vogt, Nuria Castell, and Katarzyna Zagórska. "Multisensory Representation of Air Pollution in Virtual Reality: Lessons from Visual Representation." In Digital Interaction and Machine Intelligence, 239–47. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-11432-8_24.

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AbstractThe world is facing the problem of anthropogenic climate change and air pollution. Despite many years of development, already established methods of influencing behaviour remain ineffective. The effect of such interventions is very often a declaration of behaviour change that is not followed by actual action. Moreover, despite intensive information campaigns, many people still do not have adequate knowledge on the subject, are not aware of the problem or, worse, deny its existence. Previous attempts to introduce real change were based on providing information, persuasion or visualisation. We propose the use of multi-sensory virtual reality to investigate the problem more thoroughly and then design appropriate solutions. In this paper, we introduce a new immersive virtual environment that combines free exploration with a high level of experimental control, physiological and behavioural measures. It was created on the basis of transdisciplinary scientific cooperation, participatory design and research. We used the unique features of virtual environments to reverse and expand the idea of pollution pods by Pinsky. Instead of closing participants in small domes filled with chemical substances imitating pollution, we made it possible for them to freely explore an open environment - admiring the panorama of a small town from the observation deck located on a nearby hill. Virtual reality technology enables the manipulation of representations of air pollution, the sensory modalities with which they are transmitted (visual, auditory, tactile and smell stimuli) and their intensity. Participants’ reactions from the initial tests of the application showed that it is a promising solution. We present the possibilities of applying the new solution in psychological research and its further design and development opportunities in collaboration with communities and other stakeholders in the spirit of citizen science.
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Koutny, Reinhard, and Klaus Miesenberger. "Accessible User Interface Concept for Business Meeting Tool Support Including Spatial and Non-verbal Information for Blind and Visually Impaired People." In Lecture Notes in Computer Science, 321–28. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-08648-9_37.

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AbstractBusiness meetings play an essential role in many people’s work life. Although, business meetings have changed over time, especially tools, which are used to support the process, slowly moving from traditional means like flipcharts to more modern, digital alternatives, some aspects stayed the same: Visual information is used to gather thoughts, support arguments and lead the discussion. These kinds of information used to be completely inaccessible to blind and visually impaired people (BVIP) and still are, for the most part. Even though, the movement towards digitalization facilitates accessibility, no fully accessible tool support for business meetings is available. Additionally, non-verbal communication and spatial information is heavily used as well. People use mimic and gestures, and they refer to objects or other people by pointing at them. BVIP miss out on this type of information as well. Ultimately, BVIP have a significant disadvantage during business meetings and very often during their entire professional life. Research efforts have tried to mitigate single aspects of this situation, but no comprehensive user interface approach has be developed. This paper presents a user interface approach, as part of the MAPVI project [1], that allows BVIP access visual, non-verbal and spatial information of business meetings in a user-friendly manner, using only off-the-shelf hardware. Additionally, it presents results of user tests of this novel user interface.
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Majumdar, Puspita, Akshay Agarwal, Mayank Vatsa, and Richa Singh. "Facial Retouching and Alteration Detection." In Handbook of Digital Face Manipulation and Detection, 367–87. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-87664-7_17.

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AbstractOn the social media platforms, the filters for digital retouching and face beautification have become a common trend. With the availability of easy-to-use image editing tools, the generation of altered images has become an effortless task. Apart from this, advancements in the Generative Adversarial Network (GAN) leads to creation of realistic facial images and alteration of facial images based on the attributes. While the majority of these images are created for fun and beautification purposes, they may be used with malicious intent for negative applications such as deepnude or spreading visual fake news. Therefore, it is important to detect digital alterations in images and videos. This chapter presents a comprehensive survey of existing algorithms for retouched and altered image detection. Further, multiple experiments are performed to highlight the open challenges of alteration detection.
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Mittelmeier, Jenna. "International Students in Open, Distance, and Digital Higher Education." In Handbook of Open, Distance and Digital Education, 1–18. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-0351-9_24-1.

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AbstractInternational students are a group of rising prominence in open, distance, and digital higher education, although there is, at present, limited systematic data about their numbers worldwide. International students in open, distance, and digital education occupy an interesting “third space,” whereby they commonly remain within their home environment and surroundings while simultaneously studying from an institution-based abroad. This means that many of the lenses used to frame and categorize international students in face-to-face settings – mobility, visas, and citizenship – are found problematic in online distance settings. This chapter reflects on these issues to outline complexities in categorizing international students in open, distance, and digital higher education and the ways that their experiences may be distinct from international students who are geographically mobile. The chapter ends with a reflection on gaps in current research and suggestions for researchers who include international students in their work.
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Mittelmeier, Jenna. "International Students in Open, Distance, and Digital Higher Education." In Handbook of Open, Distance and Digital Education, 389–406. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-2080-6_24.

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AbstractInternational students are a group of rising prominence in open, distance, and digital higher education, although there is, at present, limited systematic data about their numbers worldwide. International students in open, distance, and digital education occupy an interesting “third space,” whereby they commonly remain within their home environment and surroundings while simultaneously studying from an institution-based abroad. This means that many of the lenses used to frame and categorize international students in face-to-face settings – mobility, visas, and citizenship – are found problematic in online distance settings. This chapter reflects on these issues to outline complexities in categorizing international students in open, distance, and digital higher education and the ways that their experiences may be distinct from international students who are geographically mobile. The chapter ends with a reflection on gaps in current research and suggestions for researchers who include international students in their work.
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Molenda, Michael H. "History and Development of Instructional Design and Technology." In Handbook of Open, Distance and Digital Education, 1–18. Singapore: Springer Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-0351-9_4-1.

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AbstractThe origins and evolution of instructional technology and instructional design are treated in this chapter as separate concepts, although having intertwined histories. As with other technologies, their origins can be traced to the scientific discoveries on which they are based. Early in the twentieth century, new discoveries in optics and electricity stimulated educators to the adoption of technological innovations such as projected still pictures, motion pictures, and audio recording. Individuals and, later, groups of affiliated professionals promoted enriching learning by adding visual and, later, audiovisual resources where verbal presentations previously dominated. As radio broadcasting grew in the 1930s and then television in the 1950s, these mass media were perceived as ways to reach audiences, in and out of school, with educative audiovisual programs. In the 1960s, the wave of interest in teaching machines incorporating behaviorist psychological technology engendered a shift in identity from audiovisual technologies to all technologies, including psychological ones. As computers became ubiquitous in the 1990s, they became the dominant delivery system, due to their interactive capabilities. With the global spread of the World Wide Web after 1995, networked computers took on communication functions as well as storage and processing functions, giving new momentum to distance education. Meanwhile, research during and after World War II prompted a technology of planning – systems analysis. In the 1960s, educators adapted the systems approach to instructional planning, starting the development of instructional systems design (ISD). Since the 1980s, ISD has been the reigning paradigm for instructional design, while instructional design has become the central activity of instructional technology professionals.
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10

Molenda, Michael H. "History and Development of Instructional Design and Technology." In Handbook of Open, Distance and Digital Education, 57–74. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-19-2080-6_4.

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Анотація:
AbstractThe origins and evolution of instructional technology and instructional design are treated in this chapter as separate concepts, although having intertwined histories. As with other technologies, their origins can be traced to the scientific discoveries on which they are based. Early in the twentieth century, new discoveries in optics and electricity stimulated educators to the adoption of technological innovations such as projected still pictures, motion pictures, and audio recording. Individuals and, later, groups of affiliated professionals promoted enriching learning by adding visual and, later, audiovisual resources where verbal presentations previously dominated. As radio broadcasting grew in the 1930s and then television in the 1950s, these mass media were perceived as ways to reach audiences, in and out of school, with educative audiovisual programs. In the 1960s, the wave of interest in teaching machines incorporating behaviorist psychological technology engendered a shift in identity from audiovisual technologies to all technologies, including psychological ones. As computers became ubiquitous in the 1990s, they became the dominant delivery system, due to their interactive capabilities. With the global spread of the World Wide Web after 1995, networked computers took on communication functions as well as storage and processing functions, giving new momentum to distance education. Meanwhile, research during and after World War II prompted a technology of planning – systems analysis. In the 1960s, educators adapted the systems approach to instructional planning, starting the development of instructional systems design (ISD). Since the 1980s, ISD has been the reigning paradigm for instructional design, while instructional design has become the central activity of instructional technology professionals.
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Тези доповідей конференцій з теми "Visual and time-based digital thesis"

1

"Workshop: Keyword Discovery: Visualizing Your Topic in Research, Thesis and Dissertation Development." In InSITE 2019: Informing Science + IT Education Conferences: Jerusalem. Informing Science Institute, 2019. http://dx.doi.org/10.28945/4335.

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Aim/Purpose: Participants will learn various digital tools to assist them in the discovery of appropriate keywords for their own research and writings as well as in teaching. Background: Experiences teaching undergraduates and graduate students information literacy and retrieval have identified several areas where students have problems in searching databases because of misconceptions as to what they should be using as keywords. Methodology: The use of visual tools to identify keywords. Contribution: The visualization software demonstrated and used in the workshop can enhance the literature review portion of any research project. Recommendations for Practitioners: With the vast expansion of the amount of information available via the Web, it is time to go back to a more considered approach to keywords (as in the past when searching a database could cost hundreds of dollars) rather than just the first words that might occur. Recommendations for Researchers: In addition to using these techniques in your own research, teaching them to research assistants and students and not assume that everyone knows how to use keywords. Impact on Society: These same approaches can be used in continuing education or by independent scholars. Future Research: We plan to demonstrate at the conclusion of the workshop visual tools that can take it another step and help in organizing sources.
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2

Kolesnikov, Andrey Vitalievich. "Nonlinear sociodynamics in the digital age." In 5th International Conference “Futurity designing. Digital reality problems”. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/future-2022-8.

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The article is devoted to understanding the phenomenon of complexity and historicity of the development of social systems in the modern digital era. The competition of two basic sociotypes of molecular and cosmic man is considered as the basis of their dynamic behavior. A characteristic feature of the applied methodology is a holistic approach, which is based on the thesis of the unity of sociogenesis and cosmogenesis. Social dynamics is considered as part of the evolution of the solar system. The emphasis is on the unity of the nonlinear dynamic laws governing these processes. The article provides a number of images of maps of the distribution of stability and instability zones of a non-linear discrete display that describes the interaction of the sociotype of a molecular and cosmic person in a social system. The mapping itself was described earlier, in previous works. The article focuses on the visual range and the intuitively fixed complexity of non-linear social dynamics. As a means of vectorization of natural non-linear competitive social dynamics, the role of the so-called residual or cosmic culture is considered. The idea is expressed and substantiated that it is the accumulation of residual true culture that represents the path of transformation of social dynamics into an upward progressive spiral of development.
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3

Jain, Pranav, and Conrad Tucker. "Mobile Based Real-Time Occlusion Between Real and Digital Objects in Augmented Reality." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98440.

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Abstract In this paper, a mobile-based augmented reality (AR) method is presented that is capable of accurate occlusion between digital and real-world objects in real-time. AR occlusion is the process of hiding or showing virtual objects behind physical ones. Existing approaches that address occlusion in AR applications typically require the use of markers or depth sensors, coupled with compute machines (e.g., laptop or desktop). Furthermore, real-world environments are cluttered and contain motion artifacts that result in occlusion errors and improperly rendered virtual objects, relative to the real world environment. These occlusion errors can lead users to have an incorrect perception of the environment around them while using an AR application, namely not knowing a real-world object is present. Moving the technology to mobile-based AR environments is necessary to reduce the cost and complexity of these technologies. This paper presents a mobile-based AR method that brings real and virtual objects into a similar coordinate system so that virtual objects do not obscure nearby real-world objects in an AR environment. This method captures and processes visual data in real-time, allowing the method to be used in a variety of non-static environments and scenarios. The results of the case study show that the method has the potential to reduce compute complexity, maintain high frame rates to run in real-time, and maintain occlusion efficacy.
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4

Matthews, Stephen John, Ross Sutherland, and Gareth McIntyre. "Enhanced Operational Integrity Management Via Digital Twin." In ADIPEC. SPE, 2022. http://dx.doi.org/10.2118/210998-ms.

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Abstract During the early stages of the Covid pandemic, the oil and gas industry was faced with significant challenges in executing inspections for ageing offshore oil and gas infrastructure together with the management of various operational integrity threats. These challenges were addressed through the collaborative development of remote, digital techniques to minimise inspector time offshore and maximise efficiency. This initially involved a review and challenge of our existing operational integrity management lifecycle, comprising systems data, risk-based strategy development, inspection planning, inspection execution, data management, anomaly management (including fabric maintenance and engineering repairs) and close-out. Working with our partner, GDi, we sought to drive a step change into digital integrity management, combined with streamlined workflows, activities, and administrative tasks. The pilot development involved comprehensive laser scanning of a floating production storage and offloading (FPSO) facility to generate a dimensionally accurate digital twin, overlayed with 360° HD photogrammetry to provide a thorough baseline for subsequent general visual inspections of pressure equipment, piping systems and structural elements. General visual inspections can now be executed remotely, without the requirement for an offshore inspector. The digital twin environment also supported transformation of inspector-led activities, through optimisation of processes, digital inspection workflows via tablets and seamless integration with the integrity management platform. The pilot development also involved enhancing the anomaly risk management process, including management of mitigations (such as temporary repairs) and actions required to resolve and close anomalies. For the anomaly actions, the digital twin environment enables the accurate estimation of fabric maintenance scopes and dimensionally accurate repairs for corrective work orders. The system also facilitates a unique overview of cumulative risk via the plotting of anomalies in the digital twin space. The digitally enhanced operational integrity management system has substantially reduced direct costs and personnel safety risks, enabled substantial improvements in productivity (up to 200% for inspections), and improved the quality of integrity management outcomes.
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5

Ho, Amic. "Application of Art-Tech in Visual Experience." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001438.

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Since the invention of the media in the 20th century, technological advances in the field of information have revolutionised the art and science of design. Thanks to new screen devices, communication platforms, printing technologies, and software, artists and designers have unprecedented creative freedom to combine a variety of tools and techniques to generate images and ideas based on their own ideas. The emerging immersive virtual reality technology in recent years is both complex and interesting. Because its development time is very short, there is still great room for exploration. Artists have traditionally been early adopters of new technologies focused on promoting innovative ideas, but now that role is more forward-looking than ever. Visual research is often cited as an aesthetic criterion by some artists and designers, but in fact, it should be explored how to use its theory to explore the communication of digital information communication technology or to develop more ideographic tools. It is not simply a feature or term used to identify the development of visual creativity over the past two decades; it is a discipline in itself worth exploring. This study aims to investigate what does visual experience means in general? Whether it is a medium independent of all fields of design and art or just another innovation in a long-term technological breakthrough, remains unclear. How does it affect our perception, understanding, and creation of visual communication? This article explores the issues listed above but also discusses the obstacles designers and artists face in the age of digital art and design.
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6

Brolinab, Erik, Dan Högberga, and Lars Hansonbc. "Design of a Digital Human Modelling Module for Consideration of Anthropometric Diversity." In Applied Human Factors and Ergonomics Conference. AHFE International, 2020. http://dx.doi.org/10.54941/ahfe100418.

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Digital human modelling (DHM) tools are useful when evaluating human-machine interaction as they enable consideration of anthropometric diversity by facilitating the creation of human models, so called manikins, of different sizes and proportions. This paper presents the design of a module, as part of a DHM tool, made to enable a more holistic approach when defining manikin characteristics. The module is created based on previous user interviews and literature studies on the use of DHM systems and advanced mathematical methods for anthropometric diversity consideration. The module is aimed to support and guide non-expert users while at the same time support effective use and provide appropriate functionality also for expert users. The module acts as a digital guide and supports standardised working procedures when creating manikins to be used in subsequent ergonomics simulations and analyses, and shows a strong visual connection between user interface choices and their response.
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7

Sugimura, Tadashi, Shunsaku Matsumoto, Soichiro Inoue, Shin Terada, and Satoshi Miyazaki. "Hull Condition Monitoring and Lifetime Estimation by the Combination of On-Board Sensing and Digital Twin Technology." In Offshore Technology Conference. OTC, 2021. http://dx.doi.org/10.4043/30977-ms.

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Анотація:
Abstract The industries using floating facilities such as FPSO and offshore wind turbine are increasing. Since these vessels have been fixed and operated in the installed area for a long period of time, they cannot be regularly docked, inspected and repaired as opposed to normal ship case, and limited to the inspection of the hull outer plates from under the water and the inspection of inside the tanks are conducted once every five years. These inspections involving visual inspections and thickness measurements at representative points, only examine the current state, and don’t evaluate quantitatively the future potential (remaining life) over the subsequent long operation period. To predict residual life in order to maintain the integrity of these structures, digital twin technology is proposed to realize this demand. This paper shows the method to develop digital twin assessment which solve the insufficiency of conventional monitoring and simulation method in order to utilize for risk-based inspection (RBI) and condition-based maintenance (CBM) to the operators.
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8

Wong, Chan, Laine Mears, and John Ziegert. "Dead Time Compensation for a Novel Positioning System via Predictive Controls and Virtual Intermittent Setpoints." In ASME 2009 International Manufacturing Science and Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/msec2009-84156.

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Predictive control and intermittent setpoints are proposed to overcome the dead time that problem occurs in a new class of high precision position sensor for manufacturing equipment. In place of a rotary encoder or linear glass scale, a combination of a digital camera and a Liquid Crystal Display (LCD) screen is used to actively monitor two dimensional position changes on an XY table. In order to achieve precise spatial resolution, an actively-controlled planar pixel matrix is used as the tracking target for the system. A digital camera senses the location of the moving image displayed on the LCD screen and provides 2 dimensional position feedback. Thus, the timing and the quality of the visual feedback to the controller are the significant factors to determine the accuracy of the system. Due to the long image processing time, the vision feedback of the actual position of the stage is delayed. At the same time, with the slow frame capturing rates of the camera, dead time occurs between consecutive acquisitions of feedback signals from the vision system to the motion controller, which is detrimental to the performance of the system. Hence, studies and detailed analysis on different dead time compensation strategies and path planning algorithms have been performed to select the optimal strategy to address these challenges. Based on simulation results, a proposed method for integrating predictive control with virtual intermittent setpoints algorithm to mitigate dead time problem is presented in the final section of the paper.
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9

Devers, Cameron, Warren Dyer, and Dustin Lyles. "Automated Forensic PDC Dull Analysis Enables Digital Feedback Loop." In SPE Annual Technical Conference and Exhibition. SPE, 2022. http://dx.doi.org/10.2118/210044-ms.

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Abstract A digital feedback loop is designed to facilitate collection and analysis of cutter wear on a large scale, propelling improved engineering decisions. An increase in data-oriented bit engineering design strategies produce more predictable performance differentials as designs are iterated. The results of implementing the feedback loop are compared to previous methods across several metrics. The digital feedback loop implemented is based on the idea that all aspects of PDC bit design should be centered around the collection and understanding of analytic data, and not subjective data. This is made possible by utilization of automated data collection techniques taking measurements of dull bits for all repaired dulls. The data collected is then compiled for analysis while simultaneously made available to all relevant parties. This process is continuously repeated for every dull bit. The integration of the digital feedback loop is built into the bit product development process and application specific cutter and design selection workflows. This integration minimizes forensic dull evaluation time investment to the point where data is collected, processed, and uploaded to analytics tools within minutes of a dull being received via automated metrology technology integrated into the repair process. The trend analysis, additional models and insight gathered from enhanced data collection and recording has additionally reduced the time it takes for bit design to reach the design proposal stage by 60%, while simultaneously increasing the number of metrics that are considered during the product development design process. The reduced time spent in bit design has led to reduction in time between bit order received, bit manufacturing and subsequent bit delivery. The overall improvements generated by the integration of this digital feedback loop have also resulted in insights not previously considered or reviewed due to lack of access to the information. These improved, data driven insights have increased the accuracy of the design process to improve probability of performance objectives of the new design being met on the first iteration rather than a continuous trial and error-based approach. The process discussed in this work describes the utilization of an automated forensic dull bit evaluation methodology that allows for a data driven method of improving PDC Bit design and application specific cutter and bit design selection while working to minimize the necessity of the subjective, visual based analysis of the common industry methods.
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10

Uçak, Olcay. "Towards a Single Culture in Cross-Cultural Communication: Digital Culture." In COMMUNICATION AND TECHNOLOGY CONGRESS. ISTANBUL AYDIN UNIVERSITY, 2021. http://dx.doi.org/10.17932/ctcspc.21/ctc21.007.

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Culture is a multifaceted, complex process which consists of knowledge, art, morals, customs, skills and habits. Based on this point of view of Tylor, we can say that the culture is the human in the society, his learning styles and the technical or artistic products that originate from these learning styles, in other words, the content. In antropology it is argued that when the concept of culture is considered as a component in a social system, the combination of the social and cultural areas form the socio-cultural system. Approaches that handle culture within the socio-cultural system are functionalism (Malinowski), structural-functionalism (Radliffe-Brown), historical-extensionist (Kluckhohn, Krober), environmental adaptive (White), while the approaches that treat culture as a system of thought are cognitive (Goodenough), structural (Levi Strauss) and symbolic (Geertz) approaches. In addition to these approaches that evaluate cultures specific to communities, another definition is made according to the learning time: Margeret Mead, Cofigurative Culture. In order to evaluate today’s societies in terms of culture, we are observing a new culture which has cofigurative features under the influence of convergent technologies (mobile, cloud technology, robots, virtual reality): Digital Culture. This study aims to discuss the characteristics of the digital culture, which is observed after the theoretic approaches that define different cultures in cross-cultural communication (Hofstede’s Cultural Dimension and Cofigurative Culture) and called as network society by Manual Castells and accelerated during the Covid19 pandemic, in other words the common communication culture. Common cultural features will be studied through methods of semiology and text analysis upon digital contents which are starting to take hold of cross-cultural communication, a comparison between cross-cultural communication and communicative ecology will be made, the alteration in the cultural features of the society will be examined via visual and written findings obtained.
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Звіти організацій з теми "Visual and time-based digital thesis"

1

Kud, A. A. Figures and Tables. Reprinted from “Comprehensive сlassification of virtual assets”, A. A. Kud, 2021, International Journal of Education and Science, 4(1), 52–75. KRPOCH, 2021. http://dx.doi.org/10.26697/reprint.ijes.2021.1.6.a.kud.

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Figure. Distributed Ledger Token Accounting System. Figure. Subjects of Social Relations Based on the Decentralized Information Platform. Figure. Derivativeness of a Digital Asset. Figure. Semantic Features of the Concept of a “Digital Asset” in Economic and Legal Aspects. Figure. Derivativeness of Polyassets and Monoassets. Figure. Types of Tokenized Assets Derived from Property. Figure. Visual Representation of the Methods of Financial and Management Accounting of Property Using Various Types of Tokenized Assets. Figure. Visual Representation of the Classification of Virtual Assets Based on the Complexity of Their Nature. Table. Comparison of Properties of Various Types of Virtual Assets of the Distributed Ledger Derivative of the Original Asset. Table. Main Properties and Parameters of Types of Tokenized Assets. Table. Classification of Virtual Assets as Tools for Implementing the Methods of Financial and Management Accounting of Property.
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2

McMartin, I., J. E. Campbell, P.-M. Godbout, P. Behnia, T. Tremblay, and P. X. Normandeau. High-resolution mapping of glacial landscapes in the north-central portion of the Laurentide Ice Sheet in Nunavut and Northwest Territories. Natural Resources Canada/CMSS/Information Management, 2022. http://dx.doi.org/10.4095/330867.

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Анотація:
A new glacial geomorphology map covers approximately 415,000 km2 in a core region of the Laurentide Ice Sheet in Nunavut. The compilation builds on recent and legacy maps and is supplemented by visual digitization of glacigenic features using high-resolution digital elevation (ArcticDEM) and Landsat 8 images. From this unprecedented, detailed inventory of >156,000 features and >14,000 field observations, we identify various glacial landsystems, many of which are entirely new and others that are significantly modified or updated. These include ice streams, palimpsest ice flows, and areas where basal ice thermal regimes fluctuated between cold-based and warm-based. The GIS data comprise glacial features mapped at original and generalized scales, standardized field datasets and interpreted glacial landsystems. These comprehensive georeferenced datasets can be used to reconstruct the glacial history in the interior portion of the Laurentide Ice Sheet in Nunavut and Northwest Territories and to identify distinct glacial sediment transport paths for applications to mineral exploration.
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3

Mader, Philip, Maren Duvendack, Adrienne Lees, Aurelie Larquemin, and Keir Macdonald. Enablers, Barriers and Impacts of Digital Financial Services: Insights from an Evidence Gap Map and Implications for Taxation. Institute of Development Studies, June 2022. http://dx.doi.org/10.19088/ictd.2022.008.

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Анотація:
Digital financial services (DFS) have expanded rapidly over the last decade, particularly in sub-Saharan Africa. They have been accompanied by claims that they can alleviate poverty, empower women, help businesses grow, and improve macroeconomic outcomes and government effectiveness. As they have become more widespread, some controversy has arisen as governments have identified DFS revenues and profits as potential sources of tax revenue. Evidence-based policy in relation to taxing DFS requires an understanding of the enablers and barriers (preconditions) of DFS, as well as the impacts of DFS. This report aims to present insights from an Evidence Gap Map (EGM) on the enablers and barriers, and subsequent impacts, of DFS, including any research related to taxation. An EGM serves to clearly identify the gaps in the evidence base in a visually intuitive way, allowing researchers to address these gaps. This can help to shape future research agendas. Our EGM draws on elements from the systematic review methodology. We develop a transparent set of inclusion criteria and comprehensive search strategy to identify relevant studies, and assess the confidence we can place in their causal findings. An extensive search initially identified 389 studies, 205 of which met the inclusion criteria and were assessed based on criteria of cogency, transparency and credibility. We categorised 40 studies as high confidence, 97 as medium confidence, and 68 as low confidence. We find that the evidence base is still relatively thin, but growing rapidly. The high-confidence evidence base is dominated by quantitative approaches, especially experimental study designs. The geographical focus of many studies is East Africa. The dominant DFS intervention studied is mobile money. The majority of studies focus on DFS usage for payments and transfers; fewer studies focus on savings, very few on credit, and none on insurance. The strongest evidence base on enablers and barriers relates to how user attributes and industry structure affect DFS. Little is known about how policy and politics, including taxation, and macroeconomic and social factors, affect DFS. The evidence base on impacts is strongest at the individual and household level, and partly covers the business level. The impact of DFS on the macroeconomy, and the meso level of industry and government, is very limited. We find no high-confidence evidence on the role of taxation. We need more higher quality evidence on a variety of topics. This should particularly look at enablers, constraints and impacts, including the role of taxation, beyond the individual and household level. Research going forward should cover more geographic areas and a wider range of purposes DFS can serve (use cases), including savings, and particularly credit. More methodological variety should be encouraged – experiments can be useful, but are not the best method for all research questions.
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