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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.
141

Animated systems engineering : a new approach to high quality groupware application specification and development

Pahnke, Cornelia January 2003 (has links)
No description available.
142

Adaptive, curvature-sensitive mesh and medial axis construction

Ang, P. Y. January 2003 (has links)
No description available.
143

Active control of zoom for computer vision

Tordoff, Ben January 2002 (has links)
No description available.
144

Towards a general model for the design of virtual reality learning environments

Mason, Carol Ann January 2002 (has links)
Virtual reality (VR) has been described as a new and unique type of learning media primarily because it encourages active participation. However, a large number of VR worlds are barely more than passive 3D graphic visualisations. This might be due to the lack of guidelines for the design of interactive worlds, or to the learning preferences of the designers themselves. The literature indicates a number of principles, especially in the area of VR design and learning theory that could form the basis of appropriate design guidelines and this thesis presents these as a set of guidelines for VR designers. There is a lack of information about the learning preferences of VR designers or the design of appropriate help systems for VR learning media so four additional fieldwork studies were carried out to investigate the learning styles, communication styles, attitudes towards the use of VR in learning and training situations, and preferences for the design and use of VR help systems using a sample of VR designers and VR design students. The results indicated that the learning style and communication profiles of VR designers may not be suitable for the design of active learning material. It was also found that VR designers had positive attitudes towards the development of VR in general but less so for learning situations. VR designers tended to provide mainly text-based (visual) instruction in their designs, which may be linked to their predominantly visual learning modalities. However, the results suggested that visual-dominant VR design students were equally likely to prefer voiced (auditory) instructions when used naturally within a VR world. The findings from these four studies were incorporated into a broad set of top-level guidelines that form the first step towards a general model for the design of active, participatory VR learning environments.
145

Έξυπνες κάρτες / Smart cards

Αντωνόπουλος, Νικόλαος 26 January 2009 (has links)
Στην παρούσα διπλωματική εργασία μελετάμε τις έξυπνες κάρτες καθώς και τις τεχνολογίες που σχετίζονται με αυτές. Ιδιαίτερη έμφαση δίνεται στην τεχνολογία Java Card την οποία άλλωστε χρησιμοποιούμε για την ανάπτυξη μιας πιλοτικής εφαρμογής έξυπνης κάρτας ασθενούς. Στο πρώτο κεφάλαιο αναφερόμαστε γενικά στις έξυπνες κάρτες. Πραγματοποιούμε μια σύντομη ιστορική αναδρομή και μελετάμε τους τομείς εκείνους στους οποίους βρίσκουν εφαρμογή, παρουσιάζοντας έτσι μερικά από τα πλεονεκτήματα τους. Στο δεύτερο κεφάλαιο αναφερόμαστε στην αρχιτεκτονική και στο υλικό των έξυπνων καρτών. Αφού παρουσιάσουμε τα διαφορετικά είδη καρτών που υπάρχουν αναφερόμαστε σε κάθε σύστημα υλικού μίας έξυπνης κάρτας όπως για παράδειγμα στον επεξεργαστή, στην μνήμη κ.α. Στο τρίτο κεφάλαιο μελετάμε το λογισμικό των έξυπνων καρτών. Αναφερόμαστε στον τρόπο επικοινωνίας με την κάρτα, στα υπάρχοντα λειτουργικά συστήματα για έξυπνες κάρτες καθώς και στα πρότυπα που έχουν κυριαρχήσει. Κλείνοντας το κεφάλαιο πραγματοποιούμε μια σύντομη εισαγωγή στην κρυπτογραφία. Στο τέταρτο κεφάλαιο αναφερόμαστε λεπτομερώς στην τεχνολογία Java Card. Μελετάμε τόσο την αρχιτεκτονική όσο και τα συστατικά της τεχνολογίας αυτής όπως είναι η εικονική μηχανή και το περιβάλλον εκτέλεσης. Αναφερόμαστε ακόμα σε διάφορα θέματα συναφή με την τεχνολογία αυτή. Στο πέμπτο και τελευταίο κεφάλαιο ασχολούμαστε με την υλοποίηση μιας πιλοτικής εφαρμογής έξυπνης κάρτας ασθενούς. Αφού περιγράψουμε τις λειτουργικές και τις τεχνικές προδιαγραφές αναφερόμαστε σε θέματα σχεδιασμού της εφαρμογής και τέλος δείχνουμε αναλυτικά τον τρόπο λειτουργίας της. / In the present diploma thesis we study the smart cards in addition to the technologies that are related with them. Particular accent is given in the Java Card technology which we use in order to develop a demo application of a patient’s smart card. In the first chapter we set out general characteristics of smart cards. We make a short historical retrospection and we study some particular fields in which they are applicable, presenting their advantages. In the second chapter we refer to the architecture and hardware of smart cards. After we present the variety of the existing smart cards we overhaul the hardware of smart cards, for example CPU, memory etc. In the third chapter we examine the software of smart cards. We set out the way of communication with the card, in the existing operating systems for smart cards as well as in the models that have dominated. Closing the chapter we make a short reference in smart card’s cryptography. In the fourth chapter we make a more detailed reference to Java Card technology. We study the architecture and the components of this technology which are the virtual machine and the executing environment. We also refer to various subjects relevant with this technology. In the fifth and last chapter we deal with the development of a demo application. It is a smart card that is used widely in many hospitals around the world. It is used by these hospitals’ patients. After we show the functional and technical specifications we refer to designing issues of this application and finally we demonstrate their way of operation.
146

Προσομοίωση κινηματικών εξισώσεων ορθοπεδικής διάταξης οστεογένεσης

Παπαϊωάννου, Αντώνιος 06 February 2008 (has links)
Η διπλωματική αυτή εργασία πραγματεύεται την προσομοίωση μιας ορθοπεδικής διάταξης οστεογένεσης, την τρισδιάστατη απεικόνιση αυτής από κατασκευαστικής άποψης καθώς και την πλήρη μελέτη της κίνησης αυτής με τον προγραμματισμό της ορθής και αντίστροφης κινηματικής. Πιο συγκεκριμένα η μελέτη που γίνεται αφορά το είδος πλατφόρμας Stewart και χρήση αυτής ως εξωτερικής συσκευής οστεογένεσης. Πρωτεύον μέλημά μας αποτελεί η περιγραφή του φαινομένου της οστεογένεσης και η κατανόηση της λειτουργίας και ανάπτυξης των οστών (Κεφάλαιο 2). Στη συνέχεια προβαίνουμε σε μια αναλυτική παρουσίαση των συσκευών οστεογένεσης που υπάρχουν στον χώρο με επιμέρους ανάλυση της λειτουργίας της κάθε μιας καταλήγοντας στην πλατφόρμα που θα μελετήσουμε (Κεφάλαιο 3). Ακολούθως, παρουσιάζουμε την κινηματική ανάλυση της πλατφόρμας Stewart τόσο την ορθή όσο και την ανάστροφη και επίσης γίνεται και μελέτη της δυναμικής ανάλυσης της διάταξης αυτής (Κεφάλαιο 4). Λαμβάνοντας υπόψη όλα τα προηγούμενα, είμαστε σε θέση να προχωρήσουμε στην προσομοίωση της πλατφόρμας Stewart , αρχίζοντας με τον προγραμματισμό των κινηματικών εξισώσεων, συνεχίζοντας με την προσομοίωση στο Simmechanics και τέλος δημιουργώντας την τρισδιάστατη απεικόνιση της διάταξης στο VRML toolbox του Matlab όπου φαίνεται η κίνηση της πλατφόρμας στον τρισδιάστατο χώρο (Κεφάλαιο 5). Τέλος, παρουσιάζονται τα συμπεράσματα και οι προοπτικές της εν λόγω εργασίας (Κεφάλαιο 6). / This thesis deals with the simulation of an orthopaedic device of osteogenesis, the 3d depiction concerning the constructional aspect as well as with the complete study of the movement with the planning of kinematics and inverse kinematics. More concretely the study concerns the category of a Stewart platform and the use of this platform as an exterior appliance for osteogenesis. Our first concern is the description of the phenomenon of osteogenesis and the comprehension of the operation and growth of bones (Chapter 2). Then we proceed in an analytic presentation of devices of osteogenesis that exist, with specific analysis of the operation of any kind that exists in the industrial field leading to the platform that we will study (Chapter 3). Following, we present the kinematical analysis of the Stewart platform as well as the study of the dynamic analysis of this fixator (Chapter 4). Taking into consideration all the above, we advance in the simulation of the Stewart platform, beginning with the planning of kinematical equations, continuing with the simulation in the Simmechanics and finally creating a 3d depiction of the device in the VRML toolbox of Matlab where we can watch the movement of the platform in the xyz space (Chapter 5). Finally, the conclusions and the prospects of this work are represented (Chapter 6).
147

Geometric surface registration for 3D model building

Cunnington, Simon James January 2003 (has links)
No description available.
148

Advances in the design of aperture filters

Green, Alan C. January 2003 (has links)
No description available.
149

Gamut mapping and appearance models in graphic arts colour management

Green, Philip John January 2003 (has links)
No description available.
150

Continuously available virtual environments

Purbrick, James C. R. January 2001 (has links)
This thesis presents a framework for continuously available persistent collaborative virtual environments which is fundamentally more flexible than current approaches. Whereas existing systems allow the artefacts in the environment and the application behaviours of those artefacts to be changed at run time, they still need to be shut down if the infrastructure mechanisms of the system need to be changed. The framework presented by this thesis pushes run-time extensibility to a lower level allowing previously static infrastructure mechanisms and application level behaviours to be replaced and extended in a uniform way. By associating infrastructure mechanisms with artefacts in the same way that application behaviours are associated, the framework allows multiple alternative infrastructure mechanisms to coexist within the virtual environment system. Rather than applying a single infrastructure mechanism to all artefacts in a virtual environment, mechanisms can be tailored to an artefact’s role, optimising the operation of each artefact. This allows a wider range of artefact behaviours and so applications to be supported by a single virtual environment. Infrastructure level behaviours may implement a single infrastructure mechanism or multiple mechanisms, allowing the framework to explicitly present the complex interdependencies which can exist between infrastructure mechanisms such as persistence and consistency. In addition to providing greater run-time flexibility for continuously available persistent virtual environments, the framework allows infrastructure mechanisms to be easily developed, compared, tested and configured, making it a useful test bed for the development of future infrastructure mechanisms. After reviewing existing virtual environment systems and related systems, the thesis presents an experiment which reveals some of the problems existing with current approaches to persistence in virtual environments. The thesis then describes the framework discussed above and the issues involved in its realisation before evaluating the current prototype. Finally some conclusions are presented and future work discussed.

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