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Bone Cave : a special-use site in the High Lava Plains /Ferguson, Jeffrey R. January 1900 (has links)
Thesis (M.A.I.S.)--Oregon State University, 2000. / Typescript (photocopy). Includes bibliographical references (leaves 115-129). Also available on the World Wide Web.
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Visions of paradise Sui and Tang Buddhist pure land representations at Dunhuang /McIntire, Jennifer Noering, January 2000 (has links)
Thesis (Ph. D.)--Princeton University, 2000. / eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 237-255).
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Bhaiṣajyaguru at DunhuangYen, Chih-hung. January 1997 (has links)
Thesis (doctoral)--University of London, 1997. / Typescript. Includes bibliographical references.
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Woodland cultures of northeast Iowa (AD 300-800) a perspective from the Hadfields Cave site /Benn, David W., January 1900 (has links)
Thesis (Ph. D.)--University of Wisconsin--Madison, 1976. / Typescript. Vita. eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves 514-541).
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The kinesthetics of rock music performance : an examination through performativity, masculinity and Nice Cave /Jayasinghe, Laknath Dhinendra. January 2005 (has links) (PDF)
Thesis (M.Phil.) - University of Queensland, 2005. / Includes bibliography.
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Fusion de données multi-Kinect visant à améliorer l’interaction gestuelle au sein d’une installation de réalité virtuelle / Improved capture of gestural interaction by fusing multiple sensors skeletons in virtual realitySalous, Saleh 23 November 2015 (has links)
Les technologies liées à la réalité virtuelle sont les outils les plus avancés dans le domaine de l’interaction numérique, permettant à un utilisateur de communiquer avec une simulation créée à partir d’un matériel et d’une solution logicielle dédiés. Le degré d’immersion proposé par ces technologies et leur feedback audio et vidéo peut donner l’impression que ces environnements virtuels sont réels. Par conséquent, de multiples secteurs tels que le divertissement vidéo-ludique ou la médecine peuvent incorporer ces technologies. De plus, les installations de réalité virtuelle existantes sont nombreuses et leurs caractéristiques peuvent varier en fonction des contraintes physiques et financières des projets, ainsi qu’en fonction de l’expérience utilisateur souhaitée. Un de ces types d’installations de réalité virtuelle, le CAVE, est au cœur de cette thèse. Notre CAVE, nommé « Le SAS », utilise à heure actuelle une combinaison de technologie AR pour détecter des utilisateurs et d’un joystick pour récupérer des inputs directionnels. Notre objectif à travers cette thèse est de présenter, décrire et analyser une méthode alternative de détection de mouvements au sein du SAS, reposant sur l’utilisation d’un système de 4 Kinects connectées ensemble. Cette analyse est pertinente et justifiée étant donnée l’importance d’un système de détection d’utilisateur dans une installation de réalité virtuelle. Afin de proposer un niveau satisfaisant ‟interaction avec l’environnement virtuel, les capteurs installés sur le CAVE peuvent détecter différents types d’inputs. Dans le cadre d’un système multi-Kinect, l’interaction repose sur la détection de gestes effectués par l’utilisateur. Ces gestes sont extraits d’un squelette virtuel formé à partir des données recueillies par les Kinects. Cette thèse va aborder quatre points-clés décrits ci-dessous : V Premièrement, nous étudierons le contexte lié à notre CAVE et définirions ses caractéristiques ainsi que les contraintes que cet environnement particulier de réalité virtuelle impose à notre dispositif multi-Kinect. En second lieu, nous aborderons le sujet es algorithmes de suivi d’utilisateur au sein d’un CAVE. En effet, les dimensions du SAS amènent à utiliser plusieurs capteurs pour suivre l’utilisateur. Par conséquent, il devient nécessaire d’utiliser un algorithme capable de déterminer en temps-réel quelles Kinects produisent les données les plus précises et les plus fiables afin de correctement détecter les mouvements de l’utilisateur. Par la suite, nous proposerons un algorithme de détection de gestes. Cette étape est la suite logique de la détection d’utilisateur et consiste à interpréter les mouvements enregistrés. Bien que les Kinects soient capables d’enregistrer les mouvements et gestes de l’utilisateur, le CAVE doit être configuré afin de reconnaître certains gestes spécifiques, créant ainsi la possibilité d’interagir avec un environnement virtuel. Notre analyse se concentrera sur trois gestes spécifiques : Lever la main droite, lever la main gauche, et effectuer un petit saut. Finalement, nous fournirons des résultats d’expériences ayant pour objectif de comparer l’efficacité d’un système Multi-Kinect par rapport à l’utilisation d’un seul capteur. Nous présenterons des données indiquant une amélioration de la précision de la détection de gestes avec plusieurs Kinects. / Virtual Reality is the most modern technology that allows a user to interact with an artificial environment created by Hardware and Software, with visual and aural feedback powerful enough to create the impression of a realistic environment. As a consequence, this form of computer interaction can be used in various contexts such as entertainment, medicine or vehicle driving training. Furthermore, numerous types of VR installations exist depending on the physical and financial constraints as well as on the intended final user experience provided by the system. The subject of this thesis is user interaction in a specific type of VR installation called a CAVE. Our CAVE, named “Le SAS”, currently relies on AR technology technology to detect users, and a joystick is used to provide directional inputs. Our objective is to present, describe and analyze an alternative user-tracking method relying on a 4-Kinect set-up tasked with tracking the user‟s movements inside this CAVE. Proper usertracking is one of the main challenges provided by Virtual Reality as well as one of the core elements that define a proper and functional VR system; therefore it is important to implement an effective tracking system.In order to create true interaction with the virtual world provided by the CAVE, the sensors can detect various types of input. In the case of a multi-Kinect system, interaction with the CAVE will be based on user gestures which recognition is performed by the Kinects on a skeleton created after fusing the joint data from the various sensors.This thesis will focus on four main points, as described below. The first part will provide a context analysis of our immersive CAVE “Le SAS” and define thefeatures as well as the constraints of this specific environment in which the multi-Kinect system is installed.In the second part, the topic of tracking algorithms will be discussed. Indeed, the immersive CAVE‟s large-scale implies a tracking system composed of several sensors. The use of a network of cameras to track a user inside the CAVE is synonymous with the use of an algorithm that determines in real-time what sensors provide the most accurate tracking data and will therefore properly recognize the user‟s inputs and movements.Subsequently, we will propose a gesture detection algorithm. Once the user‟s gestures are properly tracked, such an algorithm is necessary in order to provide interaction. While the Kinects can capture the user‟s movements, the question of the detection of specific gestures by this system comes into play as the CAVE needs to be configured as to recognize specific gestures as potential inputs. The presented algorithm will focus on three specific gestures: Raising the right hand, raising the left hand and short hopping. Lastly, we will provide experimental results comparing the effectiveness of a multi-Kinect set-up with the effectiveness of a single sensor and present data showing a noticeable increase in accuracy with the 4-Kinect system.
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A Comparison of the Dr. Robert Zingg Archaeological Collection to Early 20th Century Tarahumara Material CultureSutherland, Kayla 01 August 2014 (has links)
In this study, I examine the material culture of the Rio Fuerte Basket-Maker Phase (200 B.C. - 1000 A.D.) and Cave-Dweller Phase (1000 - 1600 A.D.) occupations in southern Chihuahua, Mexico, that is represented in the Dr. Robert Zingg Archaeological Collection. Zingg believed that the material culture showed a clear progression from the Basket-Maker Phase to the Cave-Dweller Phase, which he interpreted to indicate a relationship between these two phases, and that these phases were the precursors of the twentieth century Tarahumara. I test this hypothesis by comparing the artifacts in the Dr. Robert Zingg Archaeological Collection curated by the University Museum at Southern Illinois University Carbondale to the artifacts in the ethnographic Tarahumara Collection curated by the Milwaukee Public Museum. Following an evaluation of the archaeological and ethnographic material culture, I conclude that Zingg's hypothesis is only partially supported by the museum collections. Although the material culture of the later Cave-Dweller Phase is sufficiently similar to the material culture of the twentieth century Tarahumara to suggest a relationship between the two cultures, the earlier Rio Fuerte Basket-Maker Phase does not provide enough artifacts that show similarity with either the Cave-Dweller Phase or the twentieth century Tarahumara.
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EnmityHorton, David Christopher, 1986- 06 1900 (has links)
1 score (viii, 57 p.) / Enmity was conceived in collaboration with choreographer Liana Conyers and was premiered on May 17, 2011 in Dougherty Dance Theater at the University of Oregon, School of Music and Dance. This piece was born out of my strong belief in art as collaboration. The initial idea for this project began with my prior interest in music as it pertains to dance and the dynamic relationship between the two art forms. Having composed several works for dance, I explore the specific relationships between music and movement and how they combine to engage the viewer. The narrative of Enmity shares a social commentary that is relevant and personal to my experience as an artist. Enmity was consciously composed with the intent of movement being part of the compositional process. There is a strong influence and connection between sound and movement; often, composers are subconsciously thinking about music as it relates to movement, conceptually or physically. / Committee in charge: David Crumb, Chairperson;
Robert Kyr, Member;
Christian Cherry, Member
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Přírodovědná vycházka do Chýnovské jeskyně / Going for exploratory excursion to Chýnovská caveFUČÍK, Jan January 2008 (has links)
The main goal of the thesis is to emphasize the importance of environmental protection in an appropriate way. In the theoretical part, geographical, historical, and cultural interests of the region are presented. It also describes the region in the aspect of orography, geology, mineralogy, and hydrology. A part of the thesis is devoted to a specific destination around the karstic system. It describes not only this geological phenomenon, but also the wild life in its vicinity. Exploration of the locality is realized by a scientific walk. It leads through ten standpoints, each of which serves for presentation and explanation of a particular phenomenon, natural rarity, or historical event. For each standpoint, an answer sheet with questions related to it is repared. The walk is intended for students of the fourth and the fifth grade of the elementary school.
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Skräck i alternativa spelmiljöer : En studie om hur den externa spelmiljön påverkar spelarenEhlert, Amanda January 2012 (has links)
I det här arbetet undersöks den externa spelmiljöns påverkan på dess användare. Med den externa spelmiljön menas rummet en person befinner sig i när ett spel spelas. För undersökningen ville jag ha något som kunde frammana känsla och stämning, något som gav en stark upplevelse, arbetet har därför baserats på skräck. För undersökningen skapades ett kort skräckspel som spelades vid en vanlig datorskärm samt i en cave-miljö. Därefter följde en intervju för att jämföra deltagarnas uppfattning av spelet i de olika miljöerna. Deltagarna ansåg att utnyttjandet av den externa spelmiljön i caven tillförde en hel del till spelupplevelsen och var mycket positivit inställda till att använda en liknande miljö i framtiden. Det här kan alltså tolkas som att den externa spelmiljön är något som bör has i åtanke och utnyttjas mer i utvecklingen av spel i framtiden. Spelmiljön kan utnyttjas på många sätt, bland annat med hjälp av flera skärmar, surroundljud och mer naturliga inputkontroller.
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