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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Singularidades de aplicaÃÃes do R2 no R2 e o teorema de fatoraÃÃo de Haefliger / Singularities of applications from R2 to R2 and Haefliger theorem

JoÃo Nunes de AraÃjo Neto 18 July 2013 (has links)
FundaÃÃo Cearense de Apoio ao Desenvolvimento Cientifico e TecnolÃgico / Baseados nos trabalhos de Hasseler Whitney e Andrà Haefliger, buscamos saber sobre que condiÃÃes uma aplicaÃÃo suave f : M → R2 de uma superfÃcie compacta no espaÃo R2 pode ser estudada como composiÃÃo de uma imersÃo g : M → R3 com a projeÃÃo natural п : R3→R2. / Based on work of Hasseler Whitney and Andrà Haefliger we seek to know under what conditions smooth application f : M → R2 of a compact surface in space R2 an be studied as a composition of a immersion g : M → R3 with the natural projection п : R3 → R2.
62

French Immersion Teachers' Experiences with the Factors that Influence Student Attrition

Berube, Gabrielle January 2015 (has links)
This instrumental qualitative case study sought to explore the experiences of four Ontario elementary French immersion teachers with the factors that influence elementary student attrition, where French is the minority language. The study used the social constructivist approach to learning and development (Vygotsky, 1978), as well as the principles of interaction and continuity in experience (Dewey, 1971), to show that experience shapes learning within a social context. The three research questions that guided this study were: 1) According to a group of Ontario elementary French immersion teachers, what academic and social factors influence student attrition from French immersion?; 2) How are this group of teachers’ current teaching practices affected by their previous experiences with the academic and social factors that influence student attrition in French immersion, by their personal and professional learning experiences, as well as by their social context?; and 3) How might these teachers encourage students to stay in or leave French immersion? Two semi-structured individual interviews with each of the four participants were conducted. The interviews were audio recorded and transcribed verbatim for coding and analysis. Results suggest that academic and social factors influence student attrition, that the teachers regularly change their teaching approaches and strategies to address student attrition and to help their students learn French, and that the teachers have experience encouraging students to stay in and leave French immersion. The findings of the present study contribute to the literature on French immersion teachers’ experiences with the factors that influence student attrition.
63

Camera impact on social impact games : Top down, third person and immersion

Holgersson, Jakob January 2016 (has links)
No description available.
64

Creating Convenience : How Virtual Reality allows for Augmented Relationships

Giebler, Martin Eberhard January 2020 (has links)
This dissertation uses Heidegger’s critique of technology and its essence in an attempt to understand how Virtual Reality technology can change how we interact with the world and each other. The history of VR devices is unpacked to understand the motivation behind VR’s uses and development. Merleau-Ponty’s theories about embodied experiences are also used to understand how VR has an increased capacity to generate a sense of telepresence in the virtual environment for the user. Cases are investigated that specifically deals with how VR has influenced human interactions and rituals and made them more convenient to the users. The first cases focus on religion and how it changes when it is taken online. Specific focus is given to the Church of Fools online church and D.J. Soto’s VR church. The difference between how an online church operates is compared to the VR Church and how embodiment in the VE is experienced in each. This dissertation also explores cases where a user enters a ‘cross-dimensional’ relationship with the virtual. Two cases of people marrying virtual characters are examined. In these cases, the user entered a relationship with a character that was constructed by someone else. The other case examined, is that of Sgt.Hale (username) who created and then married a virtual character in a VE that he designed and based on a real-world location. In each of the relevant cases, how technology has influenced and, in a sense, encouraged them, is explored and unpacked. / Dissertation (MA)--University of Pretoria, 2020. / Visual Arts / MA / Unrestricted
65

The use of virtual reality as an advertising tool for brand experience in Peru

Espinoza-Nieves, Javier, Arbaiza, Francisco 01 January 2022 (has links)
Recently, the advertising industry has implemented new methods to improve the relationship between brands and their consumers. To understand how to achieve this effect in a positive way, several studies have turned to the examination of advertising actions aimed at boosting brand experience. However, there are few studies that deepen the knowledge of the importance of creating brand experiences through innovative communication technologies such as virtual reality (VR). The present research explores how the use of VR in advertising helps in the generation of brand experiences. A qualitative methodology of phenomenological design was used with advertising professionals in the city of Lima. In addition, the exploratory scope of the analysis followed a descriptive coding process. It was evidenced that the properties of VR, such as immersion, presence, and its sensory capabilities are crucial to promote brand experiences with greater intensity. This category of virtual brand experiences influences brand image, affects purchase intentions and, above all, builds brand loyalty. / Revisión por pares
66

Effects Of Lactic Acid And Cetylpyridinium Chloride As Immersion Treatments To Reduce Populations Of Salmonella Typhimurium Attached On Ready-To-Eat Shrimp

Kim, Hyejin 15 December 2007 (has links)
Salmonella enterica Typhimurium is a common foodborne pathogen, and ready-to-eat (RTE) seafood is a potential source of Salmonella outbreaks. Lactic acid is a classical preservative in the meat industry and it is used with high efficacy to sanitize meat surfaces. Cetylpyridinium chloride (CPC) is a cationic quaternary ammonium compound proposed for use as a pathogen intervention substance. Cetylpyridinium chloride activity can be potentially affected by interactions between cetylpyridinium chloride and lactic acid. Lactic acid treatment (up to 1%) reduced Salmonella Typhimurium counts by less than 0.5 log cfu/g. Cetylpyridinium chloride treatment (up to 1%) reduced Salmonella Typhimurium counts by 0.9 log cfu/g. Cetylpyridinium chloride treatment at 18 and 45°C reduced populations of Salmonella Typhimurium by 1.34 and 1.14 log cfu/g. Combined treatment with cetylpyridinium chloride and lactic acid at 18 and 45°C decreased Salmonella Typhimurium counts by 0.83 log cfu/g and 1.05 log cfu/g. The single intervention of cetylpyridinium chloride was more effective than lactic acid used alone or combination of cetylpyridnium chloride and lactic acid to reduce Salmonella Typhimurium attached on ready-to-eat shrimp.
67

The development of mother tongue and second language reading in two bilingual education contexts /

Riches, Caroline. January 2000 (has links)
No description available.
68

Multicultural Competence for Counseling Students Experiencing Cultural Immersion

Jardon, Alexander Matthew 09 July 2019 (has links)
A number of studies have examined how counselor educators can facilitate counselor development of multicultural competence within the context of graduate counseling programs (e.g., Chu-Lien Chao, 2012; Constantine, 2001; Constantine, Juby, and Liang, 2001; Dickson and Jepsen, 2007; Sodowsky et al., 1998). Much less research has focused on counselor development occurring in students' personal lives, yet some evidence has shown that students report the impact of extracurricular experiences on counselor development (Coleman, 2006; Furr and Carroll, 2003; Rønnestad and Skovholt, 2003). Many qualitative studies have demonstrated positive effects of cultural immersion experiences, yet much less research in this area has utilized the quantitative measures related to cultural awareness. Few studies have also examined the effects of living among a different culture instead of visiting a different culture short term. After a thorough review of the literature on cultural immersion experiences, this study was designed to fill the gap that presently exists in quantitative findings exploring differences in multicultural competence and universal-diverse orientation, which is an awareness and accepting attitude for those who come from diverse backgrounds. The sample for the study consisted of students experiencing cultural immersion by means of relocation for their graduate training program. Additional analysis examined how universal-diverse orientation and duration of graduate training predicted multicultural competence scores. The results were not significant showing any differences in either multicultural competence or universal-diverse orientation scores based on cultural immersion. Similarly, no differences were found for either of these variables based on amount of multicultural training either. One finding that was statistically significant was a strong, positive correlation, as well as predictive ability, between universal-diverse orientation and multicultural knowledge and awareness. Implications of the findings could be applicable to clinicians and counselor education programs. By fostering more universal-diverse orientation, counselor educators could work towards increasing multicultural competence as well. This study was found to have some limitations, primarily a small sample size for quantitative analysis. These results do have implications for future research to continue studying multicultural competence, universal-diverse orientation, and cultural immersion. / Doctor of Philosophy / Much research has examined how people who train mental health professionals can facilitate counselor development of multicultural competence, an awareness for cultural differences and an ability to work with people from many cultural backgrounds. Much less research has focused on counselor development occurring in students’ personal lives, yet some evidence has shown that students report the impact of events in their personal lives on counselor development. Many studies have demonstrated positive effects of cultural immersion experiences, in which participants immerse themselves in a different culture for a time period. A few studies have also examined the effects of living among a different culture instead of visiting a different culture short term. After a thorough review of the literature on cultural immersion experiences, this study was designed to research how living among a diverse culture could result in differences in multicultural competence and universal-diverse orientation, which is an awareness and accepting attitude for those who come from diverse backgrounds. The study focused on students who moved to live in a different culture as part of their graduate training program in a counseling related field. The researcher also explored the relationship between universal-diverse orientation and multicultural competence scores. The results were not significant showing any differences in either multicultural competence or universal-diverse orientation scores based on whether or not participants had experienced cultural immersion. Similarly, no differences were found based on amount of multicultural training either. One finding that was significant was a strong relationship between universal-diverse orientation and multicultural knowledge and awareness. Implications of the findings could be applicable to counselors and counselor education programs. By fostering more universal-diverse orientation, counselor educators could work towards increasing multicultural competence as well. This study was found to have some limitations, primarily having few participants take the study’s survey. These results do have implications for future research to continue studying multicultural competence, universal-diverse orientation, and cultural immersion.
69

Cinemacraft: Exploring Fidelity Cues in Collaborative Virtual World Interactions

Narayanan, Siddharth 15 February 2018 (has links)
The research presented in this thesis concerns the contribution of virtual human (or avatar) fidelity to social interaction in virtual environments (VEs) and how sensory fusion can improve these interactions. VEs present new possibilities for mediated communication by placing people in a shared 3D context. However, there are technical constraints in creating photo realistic and behaviorally realistic avatars capable of mimicking a person's actions or intentions in real time. At the same time, previous research findings indicate that virtual humans can elicit social responses even with minimal cues, suggesting that full realism may not be essential for effective social interaction. This research explores the impact of avatar behavioral realism on people's experience of interacting with virtual humans by varying the interaction fidelity. This is accomplished through the creation of Cinemacraft, a technology-mediated immersive platform for collaborative human-computer interaction in a virtual 3D world and the incorporation of sensory fusion to improve the fidelity of interactions and realtime collaboration. It investigates interaction techniques within the context of a multiplayer sandbox voxel game engine and proposes how interaction qualities of the shared virtual 3D space can be used to further involve a user as well as simultaneously offer a stimulating experience. The primary hypothesis of the study is that embodied interactions result in a higher degree of presence and co-presence, and that sensory fusion can improve the quality of presence and co-presence. The argument is developed through research justification, followed by a user-study to demonstrate the qualitative results and quantitative metrics.This research comprises of an experiment involving 24 participants. Experiment tasks focus on distinct but interrelated questions as higher levels of interaction fidelity are introduced.The outcome of this research is the generation of an interactive and accessible sensory fusion platform capable of delivering compelling live collaborative performances and empathetic musical storytelling that uses low fidelity avatars to successfully sidestep the 'uncanny valley'. This research contributes to the field of immersive collaborative interaction by making transparent the methodology, instruments and code. Further, it is presented in non-technical terminology making it accessible for developers aspiring to use interactive 3D media to pro-mote further experimentation and conceptual discussions, as well as team members with less technological expertise. / Master of Science / The work presented in this thesis explores social interactions and collaboration between users within the context of an immersive game platform. Improving the quality of these interactions is often challenging in terms of creating relatable virtual representations of the user that can also accurately capture user performances and behavioral intentions in real time. This research focuses on changing modes of performance capture to affect the quality of interactions between users. The immersive game platform, Cinemacraft, uses a Minecraft style game engine to propose how interaction qualities of a shared virtual space can be used to further involve a user as well as simultaneously offer a stimulating experience. The platform can accurately capture the users’ posture, limb movement, facial expressions and lip-synced mouth states and comes with an array of live cinematic production tools. The primary hypothesis of the study is that more natural modes of performance capture would result in a higher quality of interaction. Also, an additional level of intelligence to incorporate voice capture to improve tracking of users’ facial performance would yield the highest quality of interactions. The argument is developed through research justification, followed by a user-study involving 24 participants, to demonstrate the qualitative results and quantitative metrics. The outcome of this research is the generation of an interactive and accessible immersive game platform capable of delivering compelling live collaborative performances and empathetic musical storytelling. This research contributes to the field of immersive collaborative interaction by making transparent the methodology, instruments and code. Further, it is presented in non-technical terminology making it accessible for developers aspiring to use interactive 3D media to promote further experimentation and conceptual discussions, as well as team members with less technological expertise.
70

Approches visuelles pour l'amélioration de la présence en réalité virtuelle / Visual approaches to increase presence in virtual reality

Sorbier de Pougnadoresse, François de 27 November 2008 (has links)
Le sentiment de présence, but ultime de la réalité virtuelle, peut être atteint en stimulant ces quatre "piliers" que sont l'immersion, l'interaction, le maintien de la boucle action-perception et les émotions. Notre objectif est de proposer des méthodes visant à améliorer ce sentiment en s'intéressant plus particulièrement à la perception visuelle. Dans cette optique, nous proposons tout d'abord une solution appliquant le rendu stéréoscopique sur carte graphique. Traditionnellement effectué en deux passes, ce rendu se fait maintenant en une passe, grâce aux shaders et au regroupement de certaines phases de calculs. Nous étendons ce processus de rendu aux tout récents écrans auto-stéréoscopiques nécessitant plus de deux vues, améliorant d'autant plus les temps de calcul. Pour assurer l'immersion et l'interaction, voire l'émotion, nous avons aussi cherché à diminuer la fatigue oculaire induite par les images stéréoscopiques, en ajoutant un flou de profondeur de champ. Ce flou, obtenu en temps réel grâce aux shaders, permet également d'inviter l'observateur à focaliser son attention sur des objets précis au lieu de laisser son regard errer. Enfin, un objectif pour obtenir le sentiment de présence est de faire croire à l'utilisateur qu'il existe dans la scène virtuelle. Notre contribution à ce but, est d'intégrer de manière naturelle une représentation virtuelle de l'utilisateur. Pour cela, nous créons par visual hulls un avatar à l'aide de caméras. Finalement, cet avatar est employé pour illustrer la présence de l'utilisateur au travers de surfaces réfléchissantes virtuelles ou de la projection de son ombre / The feeling of presence is the ultimate goal of a virtual reality system. It can be achieved by stimulating its four pillars that are immersion, interaction, consistency of the action-perception loop and emotions. Our objective is submit methods which could increase this feeling of presence. We will especially focus on visual perception. First, we present a solution applying the stereoscopic rendering on GPU. Using the latest shaders extensions, we join the traditional two passes to a single that reduce redundant computation. Our method can also be applied on recent autostereoscopic screens which need about ten different view points. The second contribution refers to eyestrain caused when a user watches stereoscopic images during a long time. We propose to use the graphic cards to render, in real time, a blur on problematic areas thus the user will focus on the others. We also use blur to point out some objects of the virtual scene that we considerate as important and avoid to let user's eye wander. Finally, we propose a method to increase the presence of the user into the virtual environment. An avatar, based on images taken from several cameras and visual hull method, is first build. In a second stage, the avatar is integrated into the virtual scene so it seems natural to the user. Thus we use reflective surfaces like mirrors or virtual lights interactions like shadows

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