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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.
101

Uživatelské rozhraní pro řízení dronu s využitím rozšířené virtuality / User interface for drone control using augmented virtuality

Sedlmajer, Kamil January 2019 (has links)
The thesis evaluates the current possibilities and problems of drone control and suggests possible solutions. The aim is to control drones more efficiently and easily. The final system is based on third person view and Augmented Virtuality technology where real data from the drone (video-stream, localization information) has been integrated into the virtual 3D model of the surroundings. The model of the surroundings has been created using free data. The application provides the pilot with the means to navigate in the surroundings and to navigate to destinations. It also offers the possibility to define areas with various potential security risks during mission planning, which will be used to navigate in the mission zones, and to visualize the overall situation in the virtual scene extended with online real data.
102

Eine offene, skalierbare Architektur für 3D-Web als Informations- und Kollaborationsplattform der Zukunft

Schuster, Daniel, Biehl, Moritz, Springer, Thomas, Müller, Jörg January 2008 (has links)
No description available.
103

Analytické dispozice vizuální etnografie / Analytical dispositions of visual ethnography

Durňak, Milan January 2019 (has links)
The objectives of this dissertation thesis could be divided into two primary analytical- interpretation areas. The first one would be trying to define the starting position of visual anthropology based on current trends in order to think about the active ingredients that discipline bases its knowledge and research. The image and sound penetrate our world to such an extent that it is necessary to reflect on the role that space plays in our life and how it is necessary to continue to work with these audiovisual principles in visual anthropology. At the same time, virtual and digital ethnography focuses our attention on changing the nature of our terrain, which needs to be taken into account immediately in our research. In some audio-visual projects I try to reflect different analytical-interpretative approaches and methods. In the project "Musicians" I ask questions how to process the theme of folk musicians from northeastern Slovakia, whose representations appear in a world full of openness, interconnection and sharing. In the experimental film project Watching Last Judgment I try to find ways to mediate sensory experience in a specific space connecting the sacred and profane places of the historic monastery in Voronet, Romania. In the last project I devote my analytical reasoning to this...
104

Parcours exploratoire et virtualités : une théorie des mondes possibles vidéoludiques

Chartrand, Roxanne 08 1900 (has links)
Ce mémoire vise à établir les bases d’une théorie des mondes possibles vidéoludiques qui soit à même de rendre compte des particularités du jeu vidéo, soit de sa nature artéfactuelle, interactive et ludique. Le premier chapitre offrira un aperçu des théories telles qu’elles ont été développées en philosophie et en littérature et, de la même manière, sur les concepts de monde alternatif (ou historique) et de monde fictionnel. Au second chapitre, il sera question de bien définir la notion de monde vidéoludique afin de cerner les mécanismes par lesquels la joueuse pourra interagir avec celui-ci. Au troisième chapitre, nous nous concentrerons sur les différents modes d’existence des éléments qui composent ces mondes du jeu vidéo, ainsi que sur l’impact qu’auront ces « états d’être » sur la relation entre la joueuse et le système de jeu. Nous terminerons, toujours au troisième chapitre, en définissant la notion de parcours exploratoire pour désigner l’ensemble des éléments nécessaires, possibles et virtuels tels qu’ils se manifestent (et se sont manifestés) au travers de sa pratique de jeu : ils sont l’état du monde tel qu’elle l’a actualisé en tant qu’agente au sein du système. C’est en appliquant ce modèle à divers jeux vidéo, dont Undertale (Toby Fox, 2015) et FTL: Faster Than Light (SubsetGames, 2012), que nous montrerons sa pertinence afin de décrire et d’analyser l’expérience vidéoludique de la joueuse. / This master’s thesis mobilizes the possible worlds theoretical framework in order to develop the core notions of a videoludic possible worlds theory which would account for the medium’s artifactuality, interactivity and ludicity. The first chapter offers an overview of possible worlds theory both in the philosophical and literary traditions, thus defining the notions of alternative (or historical) worlds and fictional worlds. The second chapter is centered around the notion of videogame worlds: we will both define videoludic worlds and examine the mechanisms through which the player can interact with it. The third chapter is dedicated to these ontological states in which the main components of the videogame worlds exist, as well as on their impact on the relationship between the player and the system. We end this third chapter by defining the notion of a player’s “exploratory journey”, that is, all of the necessary, possible and virtual elements as they have manifested themselves throughout her gaming experience. The player’s exploratory journey, thus, represents a state of the videoludic world as it was actualized by a specific player.
105

Virtual teams, the new norm? : A study on the effects of becoming a virtual team.

Allard, Niklas, Cagenius, Eric January 2021 (has links)
The COVID-19 pandemic has ensued a wave of work teams making the shift from the office to working entirely virtually. At the centre of this shift are the people. The people are at the heart of any team, and thus this thesis sets out to create a greater understanding of how the leaders and members of three project teams have fared with the shift from working collocated toovirtually. Three interviews consisting of one leader and two team members were conducted per team, totalling nine interviews. The empirical findings were analyzed through the lens of a theoretical framework with a focus on uncovering why, how, and what implications the effects of virtuality have on various team processes. The results show that most challenges pertain to the increased autonomy of team members created by using ICT, and that the role of leadership has been heavily affected with a clear preference for task-focused leadership with relationshipand trust-building not being deemed critical. Multiple team processes have all been affected to a greater or lesser extent, with team members finding themselves having to deal with new requirements being imposed on them as part of the shared leadership that is taking form. / COVID-19 pandemin har lett till att flera teams har gjort övergången från att arbeta på kontor till att arbeta helt virtuellt. I centrum för detta skifte är människorna. Människorna är kärnan i alla team, och därför avser denna uppsats att skapa en större förståelse för hur ledarna och medlemmarna i tre projektgrupper har påverkats av denna övergång från samlokalisering till virtuellt arbete. Totalt utfördes nio stycken intervjuer, tre per team som i sin tur bestod av en ledare och två medlemmar. De empiriska resultaten analyserades genom en teoretisk ram med fokus på att avslöja varför, hur och vilka konsekvenser effekterna av virtualitet har haft på olika teamprocesser. Resultaten visar att de flesta utmaningar är relaterade till den ökade autonomin hos medlemmarna som skapats genom användningen av IKT. Ledarskapets roll har påverkats kraftigt där en tydlig preferens för uppgiftsfokuserat ledarskap har utkristalliserat sig, med relations- och förtroendeskapande inte av hög prioritet. Flera teamprocesser har påverkats i större eller mindre utsträckning, i synnerhet de krav som ställs på medlemmarna som en del av det delade ledarskapet som tar form.
106

Atributy tělesnosti / attributes of corporeality

Lukešová, Eva January 2018 (has links)
My thesis titled Attributes of corporeality is a continuation of my thinking on the topic of identity. Now I approach identity as a category, not as an identity that belongs to a particular person. I consider the question of how is identity shaped in a postmodern, globalized world and how is it related to corporeality. My answer is based on the reality I know, on the current state of society. However, the intention of my work is above all to express my idea, which is rather a utopian scenario than anything else.
107

Empathy and Human-Machine Interaction

Gouvrit Montaño, Florence 19 October 2011 (has links)
No description available.
108

TEXTILE - Augmenting Text in Virtual Space

Hansen, Simon January 2016 (has links)
Three-dimensional literature is a virtually non-existent or in any case very rare and emergent digital art form, defined by the author as a unit of text, which is not confined to the two-dimensional layout of print literature, but instead mediated across all three axes of a virtual space. In collaboration with two artists the author explores through a bodystorming workshop how writers and readers could create and experience three-dimensional literature in mixed reality, by using mobile devices that are equipped with motion sensors, which enable users to perform embodied interactions as an integral part of the literary experience.For documenting the workshop, the author used body-mounted action cameras in order to record the point-of-view of the participants. This choice turned out to generate promising knowledge on using point-of-view footage as an integral part of the methodological approach. The author has found that by engaging creatively with such footage, the designer gains a profound understanding and vivid memory of complex design activities.As the outcome the various design activities, the author developed a concept for an app called TEXTILE. It enables users to build three-dimensional texts by positioning words in a virtual bubble of space around the user and to share them, either on an online platform or at site-specific places. A key finding of this thesis is that the creation of three-dimensional literature on a platform such as TEXTILE is not just an act of writing – it is an act of sculpture and an act of social performance.
109

Realios tarptautinės komunikacinės patirties poveikis komunikacijai virtualiame socialiniame tinkle / The way how real, face to face international communication experience affects communication proceses in virtual social networks

Puodžiūnas, Matas 01 July 2014 (has links)
Magistro darbe dėmesys skiriamas virtualiems socialiniams tinklams, jų pagalba vykdomiems komunikaciniams procesams bei realios tarptautinės komunikacinės patirties poveikiui, virtualiame socialiniame tinkle vykdomiems komunikacijos procesams. Ši tema aktuali, nes virtualūs socialiniai tinklai užima vis svaresnes pozicijas globalios komunikacijos kontekste. Virtualios socializacijos procesams vykdyti, būtinas individo realioje erdvėje turimų kontaktų, sukaupto socialinio kapitalo bei komunikacinės patirties integravimas į virtualių socialinių tinklų sukurtas bendravimo sistemas. Magistro darbo objektas virtualūs socialiniai tinklai kaip tarptautinės komunikacijos priemonė. Darbo Tikslas – ištirti, kokią įtaką reali tarptautinė komunikacija turi virtualiame socialiniame tinkle vykstantiems komunikaciniams procesams. Iškelti uždaviniai: išsiaiškinti pagrindinius virtualaus socialinio tinklo veikimo principus; nustatyti realaus ir virtualaus socialinio tinklo sąsajas; išanalizuoti socialinio kapitalo formavimąsi virtualioje erdvėje; įvertinti realios ir virtualios komunikacijos procesų tarpusavio sąveiką; įvertinti realios komunikacijos reikšmę virtualios komunikacijos dinamikai; išsiaiškinti socialinio pasitikėjimo dėmens svarbą virtualios komunikacijos procesuose. Naudojant dokumentų, dokumentinių šaltinių analizę nustatyta, virtualūs socialiniai tinklai veikia plotmėje, kurioje išnyksta riba tarp viešos ir privačios individo erdvės. Socialiniai aspektai perkeliami į virtualią... [toliau žr. visą tekstą] / The Master‘s paper work focuses on virtual social networks and active communication processes online. This topic is actual as virtual social networks takes a commanding lead in the context of global communication. In order to achieve basic goals social capital, communication experience and process of socialisation must be integrated into well based online social networking systems. The object of the master‘s paper is virtual social networks as the mean of international communication. The target of the work is to investigate what kind of impact does the real face to face communication has on the communication processes in the virtual social networks. The tasks set: to find out the main aspects of how does virtual social network works; evaluate the connections between real and online social capital; analyze formation processes of social capital in online sphere; see how real communication affects dynamics of virtual online communication; evaluate the impact of social trust while communicating online. Using the analysis of documents, documentary sources, it was determined that the virtual social networks exists in the space where is no feel of any physical boundaries that limits communication processes. Social communication strength is based on major success and popularity of virtual social networks. Also, it was evaluated that user can’t materialise processes that is happening in online world, but he collects big amount of experience, that has a major impact in the real life... [to full text]
110

Le chien dans les jeux vidéo : Archéologie, filiation et développement d'une réalité virtuelle / Dogs in video games : Archaeology, filiation and development of a virtual reality

Goubault, Sébastien 17 January 2018 (has links)
Cette thèse a pour objet d’étude un sujet : les chiens. Après le phénomène des tamagotchis, la sortie du jeu vidéo Nintendogs en 2005 a créé un animal inédit : le chien virtuel « réaliste ». En tant que nouveau loisir, les jeux vidéo représentent aujourd’hui une industrie internationale puissante au croisement des arts d’une culture populaire : la bande dessinée, l’animation, etc. Plus généralement, la révolution numérique en cours dans nos sociétés témoigne de la place centrale des écrans et de la communication. Comment ces médias ont permis de redéfinir nos rapports aux chiens, ont influencé et éduqué notre perception du « genre animal », allant jusqu’à lui conférer une toute nouvelle dimension est la question soulevée par cette thèse. Nous avons eu recours à un large éventail de références médiatiques, allant du grand au petit écran, en l´occurrence du cinéma à la Game Boy, en passant par la publicité, des classiques de la littérature à l´album de vignettes autocollantes Panini, en passant par la bande dessinée, des œuvres célèbres dans le monde entier aux œuvres méconnues. Les multiples représentations du chien nous annoncent l’avènement du chien virtuel.En somme, le but est de comprendre l’histoire de l’illusion du mouvement, de l’illustration des livres à l’interaction avec un animal virtuel : faire l’archéologie du chien des jeux vidéo. Écrire une histoire du chien où la réalité et la virtualité s’entremêlent. / The topic of this doctoral thesis are dogs. After the Tamagotchi phenomenon, the release of the video game Nintendogs in 2005 created a new animal: the “realistic” virtual dog. As a new leisure activity, video games represent today an internationally influential industry which is situated at a crossing point with popular art culture: comics, animation etc. More generally, the digital revolution our societies are currently witnessing shows the importance of monitor screens and of communication.The central question of this thesis is how these media have come to redefine our relationship to dogs and to influence our perception of animals in a completely new dimension. A large inventory of references of different media was used going from cinema to Gameboy via publicity, from literary classics to Panini sticker albums via comics, from oeuvres which are famous all over the world to oeuvres which are usually not considered as such. The numerous representations of dogs in these domains announce the advent of the virtual dog.In conclusion, our objective is to understand the history of the illusion of movement, of the relationship between books and virtual animals, i.e. to trace the archaeology of dogs in video games. To write a history of dogs in which reality and virtuality are no longer clearly separable.

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