• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 1670
  • 219
  • 132
  • 106
  • 19
  • 18
  • 9
  • 7
  • 6
  • 6
  • 6
  • 6
  • 6
  • 6
  • 3
  • Tagged with
  • 2375
  • 2375
  • 990
  • 454
  • 441
  • 287
  • 286
  • 249
  • 244
  • 227
  • 221
  • 206
  • 201
  • 201
  • 187
  • 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.
221

The effectiveness of three dimensional interaction

Boritz, James 05 1900 (has links)
Most interaction with computers today takes place in a two dimensional environment. Even when using three dimensional graphics applications, input is often still restricted to two dimensions. Many believe that the use of three dimensional input devices will alleviate this restriction and allow for a much more natural human-machine dialog. This thesis seeks to establish how factors dealing with visual feedback and task structure affect the ability to perform interactive tasks in a three dimensional virtual environment. The factors investigated were stereoscopic vision, motion parallax, stimulus arrangement and stimulus complexity. Four tasks were studied. These tasks were: point location, docking, line tracing and curve tracing. All the tasks used a six degree of freedom input device to control a pointer in a three dimensional virtual environment. Four experiments corresponding to the four tasks were conducted to investigate these factors. Among other things the results showed the following. Stereoscopic vision provided a strong benefit to positioning-based tasks, but this benefit was weakened in the case of tracing tasks. Motion parallax via head-tracking often had no effect upon task performance and where an effect was found it was often detrimental. The position of stimuli influenced performance across all of the tasks. The orientation of stimuli influenced performance in the task in which it was varied. / Science, Faculty of / Computer Science, Department of / Graduate
222

Fault diagnosis of distributed systems : analysis, simulation and performance measurement

Mohammed, Thabit Sultan January 1992 (has links)
No description available.
223

An automated bibliographic network for the libraries of Riyadh, Saudi Arabia : a feasibility study

Al-Khulaifi, Mohammed January 1997 (has links)
No description available.
224

Develop, build, and test a virtual lab to support vulnerability training system

Akgul, Turgut, Kargin, Coskun 09 1900 (has links)
Approved for public release; distribution is unlimited / A computer security virtual lab architecture was developed and tested for functionality and performance. Four Dell PowerEdge 1650, dual processor, blade servers were configured as host machines with VMware and VNC running on a Linux RedHat 9 Kernel. An Apache-Tomcat web server was configured as the external interface to lab users. Web content was created, the site was secured with SSL, and Java Servlet functionality was enabled. Host machine performance was tested under various load conditions. Analysis indicated that, for our architecture, that the average host machine CPU load was [about]12 % while the average memory load was [about]33 %. We conclude that for the cost and space requirements of 5 1U blade servers we have configured an equivalent 20 computer lab. Performance tests show that the virtual lab could scale easily from 4 - 30 computers. / 1st Lieutenant, Turkish Army / 1st Lieutenant, Turkish Army
225

The co-design of virtual machines using reconfigurable hardware

Kent, Kenneth Blair 21 April 2017 (has links)
The prominence of the internet and networked computing has driven research efforts into providing support for heterogeneous computing platforms. This has been exemplified by the emergence of virtual machines, such as the Java virtual machine. Unfortunately, most virtual computing platforms come with a performance penalty. This dissertation investigates a new approach for providing virtual computing platforms through the use of reconfigurable computing devices and hardware/software co-design. Traditionally, when designing a hardware/software solution, instance specific methods are used to iterate towards a solution that satisfies the requirements. This is not an ideal approach as the costs involved with integrating hardware and software components are significant. This technique demotes the interface between the hardware and software, often resulting in major complications at the integration stage. These problems can be avoided through adherence to a sound methodology which the co-design process follows. This dissertation examines the original concept of using hardware/software co-design and reconfigurable computing as a means of providing virtual machine platforms. Specifically the contributions include an advancement towards a new general computing paradigm and architecture; guidelines and several algorithms for applying the general hardware/software co-design process to the specific virtual machine class of problems; and an assessment of the potential advantages of using co-design as an implementation approach for virtual machines. These are applied to the Java virtual machine and simulated for insights into the potential benefits, requirements, and caveats of co-design for virtual machines. This research demonstrates that using hardware/software co-design as described specifically for virtual machines, the solution can offer performance benefits over a software-only solution. These performance increases will be shown to be dependent upon several factors such as the application itself and the underlying architectural features. This dissertation will promote and give evidence that reconfigurable computing can be used for more general purpose computing and not just for specific problem instances. / Graduate
226

Syvsta - En prototyp av ett spel för studie- och yrkesvägledning / Syvsta- A prototype of a game for educational and vocational counselling

Gränsbo, Gustav, Haglund, Filip, Hansson, Adam, Hedkvist, Pierre, Johansson, Jacob, Kortesalmi, Linus, Lundgren, Matti, Medin, Simon, Nyman, Jonathan January 2016 (has links)
Denna kandidatrapport behandlar arbetet med att designa och utveckla spelet Syvsta. Syvsta är ett RPG-spel utvecklat åt Jobb- och kunskapstorget vid Linköpings kommun. Spelet är avsett att användas för att undersöka om spel har potential som medium för att nå ut med studie- och yrkesvägledning till en grupp ungdomar som inte aktivt söker den formen av vägledning. Syvsta är utvecklat av en projektgrupp bestående av nio teknologer på U- och D-programmet vid Linköpings universitet inom ramen för kursen Kandidatprojekt i programvaruutveckling. Arbetet med projektet delades in i en förstudiefas och en utvecklingsfas. Utvecklingsfasen delades i sin tur in i tre iterationsfaser. Vid utvecklingen av Syvsta har en agil arbetsmetodik använts. Som en del av den agila arbetsmetoden tillämpades Continuous Integration, parprogrammering och kodgranskning. Testning utfördes på all kod i form av acceptans-, enhets- eller integrationstester. SEMAT:s Essence Kernel användes för att sätta och följa upp mål med projektet. Rapporten undersöker hur ett spel kan implementeras för att ge värde åt studie- och yrkesvägledare med slutsatsen att Syvsta är ett exempel på hur det kan utföras. Erfarenheter som vi vill ta med oss till kommande projekt lyfts. Framförallt lyfts vikten av god planering och uppföljning av planeringen. Arbetet med SEMAT:s Essence Kernel utvärderas med slutsatsen att de SEMAT Kernel ALPHA:s vi använde oss av inte nådde sin fulla potential då vi inte följde upp dem aktivt. Trots detta var de till hjälp för att ge oss en uppfattning om hur vi låg till med projektet. Rapporten undersöker även de agila arbetsmetoder vi tillämpat under arbetet med Syvsta med slutsatsen att de alla medförde någon typ av utmaning eller problem, men att de i slutänden gav goda resultat. Parallellt med utvecklingsarbetet har varje gruppmedlem utfört en individuell undersökning för att djupare analysera delar av projektet. De individuella undersökningarna presenteras i rapportens bilagor.
227

The formative evaluation of interactive video

Pinnington, Ashly Hervey January 1990 (has links)
No description available.
228

An Approach to Language Modelling for Intelligent Document Retrieval System

Kamma, Aditya January 2017 (has links)
No description available.
229

The interactive generation of functional dependencies

Hunt, William Olen January 2010 (has links)
Typescript, etc. / Digitized by Kansas Correctional Industries
230

HIMICS : a virtual memory environment for mini-computers, and a description of its level 2 processor

Bentz, Arlan E January 2010 (has links)
Digitized by Kansas Correctional Industries

Page generated in 0.1222 seconds