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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.
421

A Virtualized Scada Laboratory for Research and Teaching

Thornton, Joseph Zachary 09 May 2015 (has links)
This thesis describes a virtual Supervisory Control and Data Acquisition (SCADA) laboratory. This virtual laboratory was built using virtual devices that simulate industrial processes, emulate control system ladder logic functionality, and utilize control system communication protocols. Human machine interfaces (HMIs) were developed for distribution and testing, and commercially available HMIs were implemented. In addition to virtual devices and HMIs, attacks were implemented against this virtual system. Uses for this laboratory include both SCADA security research and pedagogy. The laboratory serves research purposes, as it utilizes industry standard SCADA communication protocols as well as commercial HMIs, and is capable of interfacing with physical SCADA equipment, and is also capable of producing volumes of industrial control system traffic. It also serves pedagogical purposes as several laboratory exercises were developed in conjunction with the simulators to demonstrate the workings of cyber-physical security in a classroom environment.
422

Psicología educacional en contextos virtuales

Rengifo, Orlando 16 March 2021 (has links)
Jornadas Académicas de Salud 2021. Ponente: Mg. Orlando Rengifo / Las Jornadas Académicas en Salud 2021 tienen como propósito promover la actualización de los profesionales de la salud de diversas especialidades, enfatizando la atención interprofesional centrada en el paciente.
423

A low cost virtual reality interface for educational games

Sewpersad, Tashiv 26 April 2023 (has links) (PDF)
Mobile virtual reality has the potential to improve learning experiences by making them more immersive and engaging for students. This type of virtual reality also aims to be more cost effective by using a smartphone to drive the virtual reality experience. One issue with mobile virtual reality is that the screen (i.e. main interface) of the smartphone is occluded by the virtual reality headset. To investigate solutions to this issue, this project details the development and testing of a computer vision based controller that aims to have a cheaper per unit cost when compared to a conventional electronic controller by making use of 3D printing and the built-in camera of a smartphone. Reducing the cost per unit is useful for educational contexts as solutions would need to scale to classrooms sizes. The research question for this project is thus, “can a computer vision based virtual reality controller provide comparable immersion to a conventional electronic controller”. It was found that a computer vision based controller can provide comparable immersion, though it is more challenging to use. This challenge was found to contribute more towards engagement as it did not diminish the performance of users in terms of question scores.
424

Producing Im/Possible Subject/Ivities At The Intersection Of The Virtual And The Real

Altman, Melissa A. 04 April 2005 (has links)
No description available.
425

Delivering Non-verbal Cues in Virtual Meetings : A Qualitative Study of How to Alleviate Online Trust-building Dilemmas in Sales Meeting Context

Feng, Xinyao January 2022 (has links)
This paper started by asking the core question of why trust-building is hard in virtual meetings. Theories about "what is trust?" are drawn from the literature on interpersonal trust and trust in the business and marketing academic field.   The sales meeting is the main observation object of this paper because it is a type of meeting that is more purpose-driven and certainly expected for economic relative output, compared with the other less-emergent daily meeting kinds. When many offline meetups are forced to be held online due to pandemic restrictions, the core of how to generate sales and manage customer relationships does not change much for a salesperson. It is commonly agreed by business meeting attendees that online trust-building is harder than it is in offline meetings. But what is missing from trust-building?   This study uses user experience researching methods to identify the missed cues of essential trust elements both online and offline. Compare the similarities and differences of key cues of trust-building between attendees in their virtual sales meeting experience and face-to-face sales meeting experience. Finally, a few subtle aiding tools are designed for compensating for what is missed in the online meeting.   This paper finds that it is not easy for attendees in virtual meeting being conscious and precise about which moment increases or decreases their trusting level towards counterparts. To trust a salesperson through online meeting requires a long and step by step process of building the trust, this process must expose a salesperson’s vulnerability and authenticity so can gradually trigger the happening in terms of trust. Design of applying visual cues can bring about the result of delivering eye gaze and listening status feedback in online meeting.   The method is using qualitative study process includes organizing observations online and on-site for sales meetings. Analyze the user experience through studying on the recordings of the meetings. The theories and empirical findings are combined to produce logical conjectures, which leads to ideation and design work. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
426

IMPLEMENTATION OF VIRTUAL SYNCHRONOUS GENERATOR METHODOLOGIES FOR RENEWABLE INTEGRATION

Islam, Md Ashraful January 2017 (has links)
In conventional centralized power systems, power is generated mostly by large synchronous generators (SGs), where the frequency of the grid depends on the rotational frequency of the prime mover. If there are any sudden changes in the load, the rotor inertia property restrains the changes in frequency and keeps the system stable. During transient periods, rotor kinetic energy of the rotor is injected into the grid to balance power supply between generation and load. With the recent high penetration of renewable energy sources (RES), the power grid is undergoing structural changes with an increased inverter-based distributed generation. Since inverter based power sources do not have inertia as conventional synchronous machines (SM), high penetration of inverters may cause instability and sharp voltage fluctuations in the grid. If inverter based power sources could be configured as regular SM by introducing virtual inertia and damping property, many of the problems, such as frequency regulation, islanded operation, and parallel operation of inverter-based DGs will be resolved. This thesis investigates mathematical modeling and control of VSG’s to emulate the inertia and damping property of SMs. Simulation results are presented on the modeling and closed-loop performance of VSGs for an island microgrid. / Electrical and Computer Engineering
427

Design, Analysis and Experimental Evaluation of a Virtual Synchronous Machine Based Control Scheme for STATCOM Applications

Li, Chi 23 September 2015 (has links)
Because renewable energy sources are environment-friendly and inexhaustible, more and more renewable energy power plants have been integrated into power grids worldwide. To compensate for their inherent variability, STATCOMs are typically installed at the point of common coupling (PCC) to help their operation by regulating the PCC voltage. However under different contingencies, PCC voltage fluctuations in magnitude and frequency may impede the STATCOM from tracking the grid frequency correctly, hence worsening its overall compensation performance, and putting at risk the operation of the power plant. Further, the virtual synchronous machine (VSM) concept has recently been introduced to control grid-connected inverters emulating the behavior of rotating synchronous machines, in an effort to eliminate the shortcomings of conventional d-q frame phase-locked loops (PLL). In this dissertation, the VSM concept is extended by developing a STATCOM controller with it, which then behaves like a fully-adjustable synchronous condenser, including the adjustment of its "virtual" inertia and impedance. An average model in two D-Q frames is proposed to analyze the inherent dynamics of the VSM-based STATCOM controller with insight into impacts from the virtual parameters and a design guideline is then formulated. The proposed controller is compared against existent d-q frame STATCOM control strategies, evincing how the VSM-based approach guarantees an improved voltage regulation performance at the PCC by adjusting the phase of its compensating current during frequency fluctuations, in both simulation and experiment. Secondly, the dynamics of the VSM-based STATCOM controller in large signal sense is studied, especially its capability to ride through faults. Analysis is carried out with phasors to obtain a fundamental understanding at first and followed by state space equations to predict the transients analytically, which is validated by matching both simulation and experiment. The effects of two outer loops are also reviewed and some possible solutions are suggested and evaluated. Moreover, the relationship between the virtual inertia and the actual inertia is established and the dc capacitor sizing is discussed in a possibly more economical way. The start-up process of a VSM-based STATCOM is presented to implement a practical prototype as well. / Master of Science
428

Effects of display type, age, and gender on driving performance and simulator-induced sickness in a medium-fidelity driving simulator

Penhallegon, William James 24 July 2003 (has links)
This study investigated the link between age and gender susceptibility to simulator-induced sickness in conjunction with display type. Simulator-induced sickness and ataxia were measured before and after exposure to a medium-fidelity driving simulator. Participants in four age and gender categories (older and younger males and females) operated the simulator with a consumer-grade head-mounted display (HMD), and then with a large screen, direct-view plasma display. This study set out to recommend a particular display type that would be appropriate for use with particular age/gender groups in a general-purpose driving simulator. Unfortunately, practice effects affected the simulator-induced sickness and driving performance results for display type, which precludes making recommendations regarding the appropriate use of each display. Despite this, several important discoveries were made, including: 1) older participants did experience significantly increased simulator-induced sickness discomfort than the younger participants - regardless of display type; and 2) there was no significant difference found between genders in either simulator-induced sickness or driving performance; although females generally expressed a subjective preference for the direct-view display. Display type was not found to affect the degree of ataxia experienced by participants; however, this study did find that although older participants exhibited significantly higher rates of simulator-induced sickness discomfort than the younger participants, they recovered their postural equilibrium significantly faster. This indicates that the older participants had greater difficulty adapting to the simulation environment than younger persons. It also suggests that younger persons are at greater risk during immediate post-simulation activities such as driving. Although it is likely that this effect would disappear over time, it has implications for agencies such as the Department of Motor Vehicles or drivers education schools that are considering the use of a driving simulator device before an on-road skills test. / Master of Science
429

Muted Blue

Ngo, Huy Quoc 01 July 2020 (has links)
Muted Blue (Whale Level) is a Virtual Reality educational experience that explores the possibility of creating an alternative learning method in an informal learning setting such as a museum. This project seeks to merge art, technology and education to create an immersive, interactive learning experience that is geared toward Gen Z and Millennial but can be enjoyed by every age group. Unreal 4 game engine along with other 3D packages made it possible to develop a Virtual Reality experience that can be used as a complimentary piece that can possibly exist along side a museum exhibit. / Master of Fine Arts / Muted Blue (Whale Level) is an interactive museum experience that aims to give audience a more informative and interactive digital experience. The main focus of Muted Blue is allowing users to explore and learn at their own pace. This Virtual Reality Museum idea in particular, is geared toward the potential museum goers that are in the Gen Z and Millennial generations because technology has been an integral part of their lives. Muted Blue (Whale Level) is capable of creating an impossible space that cannot be recreated inside of a real museum while providing meaningful, educational information along with beautiful visuals that will assist with the learning process and inspire the users to learn and care more about our ocean.
430

A metrics study in Virtual Reality

Ray, Andrew A. 23 August 2004 (has links)
Virtual Reality is a young field and needs more research to mature. In order to help speed the maturity process research was performed to see if knowledge from the domain of software engineering could be applied to the development of Virtual Reality software. Software engineering is a field within computer science that studies how to improve both product and process. One of the sub-fields of software engineering is metrics, which seeks to measure software products and processes. This allows for prediction of certain attributes such as quality. There are several software toolkits that exist in virtual reality that have not had formal software engineering methodologies applied during their development. This research looks at applying knowledge gained from the metrics discipline to the software toolkits used in virtual reality. When metrics are used to measure the toolkits in virtual reality, the metrics seem to behave--produce similar significant correlations--in a similar fashion as when they are applied in previously studied domains. / Master of Science

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