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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.
91

O desafio da elaboração, aplicação e avaliação de um curso a distancia sobre tratamento de feridas

Ribeiro, Maria Andréia Silva, 1967- 16 February 2004 (has links)
Orientador: Maria Helena Baena de Moraes Lopes / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Ciencias Medicas / Made available in DSpace on 2018-08-04T01:27:08Z (GMT). No. of bitstreams: 1 Ribeiro_MariaAndreiaSilva_M.pdf: 6503348 bytes, checksum: 1303df7f6467b00bfd427d19565e2077 (MD5) Previous issue date: 2004 / Resumo: Trata-se de uma pesquisa quase experimental, longitudinal, utilizando pré e pós-teste, que teve como objetivos desenvolver, aplicar e avaliar um curso a distância, através da Internet, utilizando o ambiente virtual de aprendizagem TelEduc, destinado a enfermeiros. O TelEduc é um ambiente para criação, participação e administração de cursos na Web desenvolvido pelo Núcleo de Informática Aplicada à Educação (NIED) da Universidade Estadual de Campinas. Foi escolhido como tema o tratamento de feridas devido ao grande interesse dos enfermeiros no assunto, visto que atendem diariamente portadores de feridas. O referencial teórico adotado foi a andragogia baseada nos pressupostos e princípios de Knowles. O curso teve uma carga horária total de 20 horas e foram gastas 200 horas para seu desenvolvimento dividido nas seguintes etapas: elaboração do programa do curso, digitalização do conteúdo do curso, organização do material digitalizado em arquivo Hipertext Markup Language (HTML), publicação do curso no ambiente TelEduc e aplicação do curso aos enfermeiros. O curso foi avaliado por cinco especialistas em tratamento de feridas e três especialistas em ensino a distância (EAD) utilizando-se instrumentos especialmente desenvolvidos para esse fim. O curso foi também avaliado, através de instrumento próprio, pelos alunos ao final do curso. Para avaliar a aprendizagem do aluno foram utilizadas a avaliação diagnóstica, ao aplicar o pré-teste antes do início do curso; processual, através da participação dos alunos nas atividades desenvolvidas durante o curso e somativa, ao final do curso, com a aplicação do pós-teste. Foram convidados 38 enfermeiros para participarem do curso, 28 se inscreveram e 17 o concluíram. Houve desistência de 39% dos alunos. Os alunos que finalizaram o curso tinham como características: predominância do sexo feminino (94%); idade média de 35 anos e tempo médio de formado de 12,4 anos. Quanto ao nível de habilidade em informática, 47,1% eram iniciantes, 35,3% tinha nível intermediário e 17,7% nível avançado. Variáveis como idade e nível de habilidade em informática não influenciaram o desempenho do aluno durante o curso. A avaliação dos especialistas em tratamento de feridas considerou o curso adequado, mas que precisava de pequenas reformulações nos critérios: autoridade, apresentação das informações, confiabilidade das informações e desenho metodológico. O critério 'conteúdo geral das informações' foi considerado adequado, mas que precisava de reformulações. Os especialistas em EAD consideraram que o curso era adequado, mas que precisava de pequenas reformulações. Quanto à avaliação da aprendizagem, os alunos obtiveram uma melhora no seu desempenho, comparando-se os resultado do pré e pós-testes (p<0,0001). A maior parte dos alunos apresentou uma opinião positiva com relação ao curso e a consistência interna do questionário utilizado foi de 0,52, utilizando o coeficiente ? de Cronbach. Conclui-se que foram atingidos os objetivos propostos e embora o curso necessite de algumas reformulações propiciou aprendizado aos alunos. Além disso, os instrumentos desenvolvidos poderão ser aprimorados e utilizados mais amplamente para avaliar cursos na modalidade a distância / Abstract: This is a research based on quasi-experimental method, longitudinal using a pretest questionnaire and another one in the end of the course. It aims to design, implement and evaluate a distance learning course to nursing people based on web site, in a virtual environment named TelEduc. It is a virtual environment for the creation, participation and administration of Web-based courses. It was designed by researches NIED University of Campinas (Unicamp). The wound treatment subject was selected because the great interest showed by nursing people, as a lot of people are looking for nursing assistance every day. The theoretical method adopted was the andragogy, based on Knowles principles and assumptions. The total time for teaching was 20 hours, and 200 hours were spent for the course design, which was divided in the following steps: choice of teaching strategies techniques, set-up of program content, input of course, organization course in Hypertext Markup Language (HTML), publication of the course in the TelEduc environment, and course application to nursing. The course content was evaluated by five nurse specialists on wound treatment and by three specialists on distance learning (EAD) based on frameworks, especially designed for this purpose. The course was also evaluated by the students at the end of the course, using proper framework. For the evaluation of the students learning the following evaluation criteria were used: The Diagnosis evaluation was obtained from the pretest questionnaire before starting the course, the Processual evaluation was obtained by the participation of students during the course activities, and the Sum evaluation was obtained with the same questionnaire filled in at the end of the course. The number of invited students was 38 nurses; 28 enrolled in the course and 17 of them concluded the course. The percents of students that dropped out the course was 39.9%. The students that concluded the course have the following characteristics; predominance for female sex (94%); average age was 35 years old; 12.4 average years of graduation. The informatics skills levels were 47.1% beginners, 35.3% intermediate and 17.7% advanced .The variables like age and informatics abilities didn¿t influence the students performance during the curse The wound specialists evaluated the course as adequate but they recommended minor adjustments for the following items: author, presentation, information confiability and the methodology design. The item General Content was considered adequate but they recommended to re-design. The specialist learning (EAD) considered the course adequate but they recommended minor adjustments. Concerning to the student¿s learning, the student¿s showed an improvement in their performance when comparing the results of the pretest and the test in the end of course (p. < 0.0001). Most of the student showed a positive evaluation of the course and the internal consistency of the student¿s questionnaire was 0.52% using the coefficient of ? Cronbach. The course reached its proposed objectives. Despite the recommendations for some adjustments the course provided the learning on wound treatment. Furthermore, the framework developed for the course can by improved and it can have a broad use for evaluating distance learning courses / Mestrado / Enfermagem e Trabalho / Mestre em Enfermagem
92

EEG koreláty egocentrických a allocentrických odhadů vzdáleností ve virtuálním prostředí u lidí / EEG correlates of egocentric and allocentric distance estimates in virtual environment in humans

Kalinová, Jana January 2019 (has links)
Cognitive processes associated with spatial orientation can use different reference frames: egocentric, centered on observer and allocentric, centered on objects in the environment. In this thesis, we use EEG to investigate the dynamics of brain processes accompanying spatial orientation based on these reference frames. Participants were instructed to estimate distances between objects or themselves and objects located in a virtual circular arena; this task was presented in both 2D and 3D displays. Task-related EEG changes were analyzed using a time-frequency analysis and event-related potential analysis of 128-channel EEG recordings. Through time-frequency analysis we found significant power differences in delta, theta, alpha, beta and gamma bands amongst the control, egocentric and allocentric testing conditions. We noted a decrease in alpha power in occipital and parietal regions, while a significantly stronger decrease was observed for the allocentric condition compared to both egocentric and control conditions. A similar pattern was also detectable for the beta band. We also report an increase in theta and delta power in temporal, fronto-temporal and lateral frontal regions that was significantly stronger for the egocentric condition compared to control and, in some electrodes, even...
93

Virtualization Security Issues : Security issues arise in the virtual environment

Elsadig Abdalla Abdalla, Mohamed January 2020 (has links)
The thesis is submitted in Partial Fulfilment of the Requirements of a Master's degree in network Forensics at Halmstad University, Sweden. The author had selected VirtualizationSecurity as a valid issue for cloud computing service. In choosing this topic had the intention to apply the acquired knowledge during the Master's course, in search of practical solutions for computer security issues. This study report is classified into six segments and a conclusion. These are the introduction, background, research methodology, literature review, summary, discussions, conclusion, and recommendation (future work). InformationTechnology (IT) sector had encountered numerous and ever-emerging security issues, including those in virtual environments, which have become a big concern for organizations. Virtualization is the use of software to accommodate multiple operating systems on a computer system simultaneously, which can be applied from anywhere, given that there is internet connectivity. So the user can have access and can resolve the security issues. However, some constraints are limiting the benefits of the Virtualization of servers. The objective of this project is to study Virtualization as a valid means of solving IT security issues. Also, to assess mitigation approaches that can enhance Virtualization in the computing environment. To accomplish such objectives, this study had undergone a systematic literature review to learn the variety and nature of security issues of the virtual environment. Accordingly, the study had undertaken the classification of security issues to determine effective mitigation methods. The study had realized that there are around twenty-two known security issues, which are classified and described in section six of the report. Virtualization, as the subject study: three mitigation schemes are reviewed and discussed to alleviate important virtualization security issues (chapter seven of this Thesis).Moreover, the effects of the proposed mitigation techniques on the virtualization security issues on the CIA model (Availability, Integrity, and Confidentiality) are explained in brief. The model allows the researcher to quickly find the appropriate mitigation technique to manage the security issues of any virtual environment. In conclusion, the study provided a metadata reading of the security issues in the virtual environment. And apply the selected methods to solve the security issues, which proves that the virtualization technology is the critical element of utilizing computing power to its maximum capacity by executing process simultaneously without downtime, however IT security issues are continuously evolving and the research mission is always to conceive new techniques.
94

Transition Risk on a Consumer’s Journey : Influencing Concepts towards the occurrence of Transition Risk on a Consumer’s Journey on Virtual Reality Shopping

Gebremichael, Keariam, Khan, Saadul Islam January 2020 (has links)
Background: Retailing through Virtual Reality (VR) is faced with a dilemma of potential customers using the VR to look for products online, but somehow do not make a purchase online and prefer to visit the physical stores instead. This phenomenon is referred as Transition Risk. Aim: To develop an understanding regarding the concepts and factors that influence the occurrence of transition risk by using UTAUT2 framework. Identify those concepts and thus be able to assist retailers in diminishing the transition risk gap. Methodology: Is a quantitative study that involves an experiment followed by a questionnaire as the research instrument. The data was analyzed through regression analysis by using SmartPLS 3.0 as the data analysis tool for SEM. An exploratory research design for the cross-sectional study of a small sample of 45 people experimented. Findings: Findings of the research suggest that transition risk has a direct relation with the UTAUT2 constructs: performance expectancy, effort expectancy, facilitating conditions, social influence, hedonic motivation, and habit of the consumer. Moreover, absence of familiarity with VR retailing, social influence and consumer’s habit of web-rooming and retail therapy are significant contributors towards transition risk. Furthermore, UTAUT2 framework can also be used to identify reason for no usage and/or abandoning of use technology.
95

Curious Omosa : Does player satisfaction increase the more they learn about their game environment?

Wells, Michael John Christopher January 2020 (has links)
The science of curiosity is not fully understood, yet it seems to be a key component of nature which drives both humans and animals to seek out new information. Humans actively seek out to solve problems for the sake of solving them, with evidence suggesting that the seeking and obtaining of new knowledge is itself inherently rewarding. This study uses new methods to collect data to investigate how humans react when presented with novel environments and a problem to solve. Information gain was tracked using Shannon’s entropy, a measure of how effective a communication is at communicating its message across. The study investigates if participants feelings of satisfaction will increase the more information they receive, as measured by a change in Shannon’s entropy. A total of 44 participants with complete data were recruited accross two conditions A and B, with A containing a complete knowlege graph to determine what knowledge is gained through interactions with the environment and B containing more uncertainty so that the participant can be observed building their own knowledge-graph. Participants entered a virtual enviroment named Omosa where they were told about a mystery involving the deaths of herbivores on the island. Participants were given free reign to explore and investigate for a minimum 6 minutes. In increments of 90s, participants were asked questions about what they thought was killing the herd and how confident they were of their answer. After 6 minutes final questions were presented collecting player satisfaction and trait curiosity. Additional meta-data including trajectory and interactions were also collected. No significant results were gleaned due to high drop out and incomplete data. Methodology could be altered in future renditions to increase participation and reduce drop out. / Vetenskapen om nyfikenhet förstås inte helt, men det verkar vara en nyckelkomponent i naturen som driver både människor och djur att söka ny information. Människor försöker aktivt lösa problem för att lösa dem, med bevis som tyder på att att söka och få ny kunskap i sig är givande i sig. Denna studie använder nya metoder för att samla in data för att undersöka hur människor reagerar när de presenteras för nya miljöer och ett problem att lösa. Informationsvinster spårades med hjälp av Shannons entropi, ett mått på hur effektiv en kommunikation är för att kommunicera sitt budskap. Studien undersöker om deltagarnas känslor av tillfredsställelse kommer att öka mer information de får, mätt med en förändring i Shannons entropi. Totalt rekryterades 44 deltagare med fullständig data enligt två villkor A och B, där A innehöll en fullständig kunskapsgraf för att bestämma vilken kunskap som erhålls genom interaktioner med miljön och B som innehåller mer osäkerhet så att deltagaren kan observeras bygga sin egen kunskaps grafen. Deltagarna gick in i ett virtuellt miljö med namnet Omosa där de fick höra om ett mysterium som involverade djur av växtätare på ön. Deltagarna fick fri tid att utforska och undersöka i minst 6 minuter. I steg från 90-talet ställdes deltagarna frågor om vad de trodde dödade besättningen och hur säkra de var på svaret. Efter 6 minuter presenterades de sista frågorna för att samla spelarnas nöjdhet och dragkänslighet. Ytterligare metadata inklusive bana och interaktioner samlades också in. Inga signifikanta resultat samlades in på grund av högt bortfall och ofullständig data. Metodik kan ändras i framtida versioner för att öka deltagandet och minska bortfallet.
96

Masking revealing hardware attributes in the source code of a hypervisor : A study exploring strategies to hide the identity of virtual environments during malware analysis

Engström, Kevin, Lenz, Robin January 2023 (has links)
Background: Malware is responsible for a significant part of the ever increasing cost of cyberattacks. Malware analysis is an important part in minimizing these costs. Because of the malicious nature of malware, it has to be executed in a safe and isolated environment during dynamic analysis to not cause harm to a live system, which is why Virtual Machines (VM) or Sandboxes are popular solutions. However, because malware developers actively try to evade analysis of their malware, some use, among other things, hardware attributes to reveal the environment as an analysis environment. Objectives: The aim of this thesis is to investigate which hardware attributes can be used to detect virtual environments and how they can be masked in the source code of hypervisors. Methods: We conducted a literature review to explore what indicators of virtual environments were already known. Then, we examined the known artifacts to see which artifacts can be used to reveal QEMU/KVM and VirtualBox. Using this information we tried to mask the artifacts on QEMU/KVM using values which do not indicate a virtual environment. To evaluate our masking strategy we conducted a controlled experiment.  Results: The literature review resulted in 72 unique artifacts related to hardware. Most of these unique artifacts are identifiers such as manufacturer and product name. We created an attribute collection script, designed to gather data from QEMU/KVM and VirtualBox on 58 out of the 64 unique hardware artifacts. This script was executed in multiple environments and the data gathered from each environment was compared with each other in order to filter out non-artifacts. This resulted in 40 revealing artifact devices and 26 registry keys for QEMU/KVM and 25 artifact devices and 13 registry keys on VirtualBox. Out of these we attempted to mask 25 devices and 22 keys. Our results showed that we had successfully masked 23 out of the 25 devices and all the registry keys. Conclusions: Our results show that most hardware artifacts can be masked and that our whitelist method is a viable strategy to accomplish that. / Bakgrund: Skadlig programvara står för en stor del av de ständigt ökande kostnaderna för cyberattacker. Analys av malware (skadlig programvara) är en viktig del för att minimera dessa kostnader. På grund av dess illasinnade natur måste malware köras i en säker och isolerad miljö under dynamisk analys för att inte orsaka skada på en fysisk maskin, vilket är anledningen till att virtuella maskiner (VM) eller sandlådor är en populära verktyg för analys av malware. Eftersom utvecklare av malware aktivt försöker undvika analys av sin skadliga programvara, använder de bland annat hårdvaruattribut för att avslöja miljön som en analysmiljö. Objectives: Syftet med denna uppsats är att undersöka vilka hårdvaruattribut som kan användas för att detektera virtuella miljöer och hur de kan maskeras i källkoden för hypervisors. Metoder: Vi genomförde en litteraturstudie för att utforska vilka indikatorer för virtuella miljöer som redan var kända. Sedan undersökte vi artefakterna som hittades under litteraturstudien för att se vilka som kan användas för att avslöja just QEMU/KVM och VirtualBox. Slutligen försökte vi maskera artefakterna på QEMU/KVM genom att ersätta dem med värden som inte avslöjar existensen av en virtuell miljö. För att utvärdera vår maskeringsstrategi genomförde vi sedan ett kontrollerat experiment. Resultat: Litteraturstudien resulterade i 72 unika artefakter relaterade till hårdvara. De flesta av dessa unika artefakter är identifierande strängar som tillverkare och produktnamn. Vi använde 58 av 72 unika artefakter i ett skript som vi använde för att samla in hårdvaruinformation från QEMU/KVM och VirtualBox. Det här skriptet kördes i flera miljöer och data som samlats in från varje miljö jämfördes med varandra för att filtrera bort attribut som inte avslöjar existensen av den virtuella miljön. Detta resulterade i 40 avslöjande enheter och 26 registernycklar för QEMU/KVM och 25 enheter och 13 registernycklar på VirtualBox. Av dessa försökte vi maskera 25 enheter och 22 nycklar. Våra resultat visade att vi framgångsrikt hade maskerat 23 av de 25 enheterna och samtliga registernycklar. Slutsatser: Våra resultat visar att de flesta avslöjande hårdvaruattribut kan maskeras och att vår maskeringsstrategi är en användbar metod för att åstadkomma det.
97

Virtual reality and postural control: The virtual moving room paradigm

Freeman, Hannah R. 10 December 2021 (has links) (PDF)
Virtual reality (VR) is becoming increasingly important in balance training. However, the influence of VR generated visual perturbation, through the novel virtual moving room paradigm, is unknown. Thirty healthy individuals had their static balance assessed on a BTrackS balance plate under eight different conditions: baseline eyes open and eyes closed with and without VR, unexpected toward and away moving VR perturbation, and expected toward and away moving VR perturbation. Multiple statistical analyses were conducted, and the results revealed significantly higher postural sway variables in the unexpected moving toward trials compared to the other moving room conditions; significantly higher postural sway variables in the eyes open no VR compared to VR; and significantly higher postural sway variables in the eyes closed no VR compared to VR. This study provides evidence that VR can be used as a safe and low-cost balance training tool by exposing individuals to fall-prone situations and increasing their balance confidence.
98

Attention allocation and subjective risk at un-signaled intersections - A virtual cycling game

Stülpnagel, Rul von, Silveira, Nino 03 January 2023 (has links)
The probability of a cycling crash is much higher at intersections as along the road. A number of reasons contribute to this difference, for example car drivers overlooking cyclists when taking a turn. There have been attempts to quantify the risk at prototypical, un-signaled intersections featuring different levels of cycling infrastructure, as well as cyclists' perception of risk of these intersections. However, these attempts are limited to regular, four-arm intersections, although irregular intersections featuring both a higher and a lower nwnber of anns as weil as odd angles are likely to pose additional challenges for cyclists. There appears tobe little research on the question how the complexity and layout of such intersection affects cyclists perception of risk, as weil as their allocation of attention towards the different arms of an intersection. In, we presented a first approach to taclde this issue in a virtua1 reality (VR) based setup. We found evidence that tbe type oftum affected the subjective risk (e.g. with. a higher risk associated with situations requiring a sharp turn or to continue to an offset road), but no effects of the general position of an intersection arm in relation to the cyclist' traveling trajectory. However, the repeated exposure to the same intersection in this stu.dy limits the conclusiveness of the findings. We thus developed a more flexible virtual environment allowing us to investigate the attention allocation and risk. perception at various types of intersections.
99

[pt] REALIDADE VIRTUAL COMO FERRAMENTA DE APOIO NA TOMADA DE DECISÃO NO COMBATE EM AMBIENTES CONFINADOS / [en] VIRTUAL REALITY AS A TOOL TO SUPPORT DECISION MAKING IN CLOSE QUARTERS BATTLE

THIAGO DA SILVA GONCALVES 03 May 2022 (has links)
[pt] Os combates modernos acontecem cada vez mais dentro das cidades, muitas vezes dentro de casa, becos, galpões, em ambientes com um espaço restrito onde tudo acontece de maneira muito rápida e com adversários que não são fáceis de serem identificados. Em uma situação dessa, a identificação positiva do alvo se torna imprescindível para que o soldado possa decidir da maneira correta se deve ou não atirar no que ele está vendo. Esse é um dos desafios que o Corpo de Fuzileiros Navais enfrenta: preparar seu soldado para nova realidade de maneira segura e com baixos custos. Por esse motivo a Realidade Virtual pode ser uma solução plausível para esse problema, preparar o militar no seu processo decisório e de maneira eficiente para uma situação de combate em ambiente confinado. O presente trabalho foi baseado em dois ambientes virtuais, o primeiro é uma sala de treinamento e o segundo, uma situação de combate em ambiente confinado (CQB - Close Quarters Battle). Em ambas as situações, 8 instruendos foram avaliados por 4 instrutores, onde obtivemos resultados positivos referentes a possibilidade do emprego do sistema no adestramento de CQB para o ensino da identificação positiva do alvo, além de propostas de estudos futuros. / [en] Modern combat increasingly takes place inside cities, often indoors, alleys, sheds, in environments with a restricted space where everything happens very quickly and with opponents that are not easy to identify. In such a situation, positive identification of the target becomes essential so that the soldier can correctly decide whether or not to shoot what s/he is seeing. This is one of the challenges that the Marine Corps faces: to prepare the soldier for a new reality in a safe and low-cost way. For this reason, Virtual Reality can be a plausible solution to this problem, preparing the military in its decision-making process and efficiently for a combat situation in a confined environment. The present work was based on two virtual environments, the first one is a training room, and the second a Close Quarters Battle (CQB). In both situations, 8 trainees were evaluated by 4 instructors, where we obtained positive results regarding the possibility of use of the system in CQB training to teach positive target identification, in addition to proposals for future studies.
100

Identification Of System Design Features That Affect Sickness In Virtual Environments

Drexler, Julie 01 January 2006 (has links)
The terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the potential to limit the utilization of VE systems if they jeopardize the health and/or safety of the user and create liability issues for the manufacturer. The most widely used method for assessing the adverse symptoms of VE exposure is the Simulator Sickness Questionnaire (SSQ). The method of scoring the symptoms reported by VE users permits the different sickness symptoms to be clustered into three general types of effects or subscales and the distribution or pattern of the three SSQ subscales provides a profile for a given VE device. In the current research, several different statistical analyses were conducted on the SSQ data obtained from 21 different simulator studies and 16 different VR studies in order to identify an underlying symptom structure (i.e., SSQ profile) or severity difference for various types of VE systems. The results of the research showed statistically significant differences in the SSQ profiles and the overall severity of sickness between simulator and VR systems, which provide evidence that simulator sickness and VR sickness represent distinct forms of motion sickness. Analyses on three types of simulators (i.e., Fixed- and Rotary-Wing flight simulators and Driving simulators) also found significant differences in the sickness profiles as well as the overall severity of sickness within different types of simulator systems. Analyses on three types of VR systems (i.e., HMD, BOOM, and CAVE) revealed that BOOM and CAVE systems have similar sickness profiles, which are different than the HMD system profile. Moreover, the results showed that the overall severity of sickness was greater in HMD systems than in BOOM and CAVE systems. Recommendations for future research included additional psychophysical studies to evaluate the relationship between various engineering characteristics of VE systems and the specific types of sickness symptoms that are produced from exposure to them.

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