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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.
171

Um ambiente integrado de simulação de sistemas digitais

Wagner, Paulo Rech January 1991 (has links)
O trabalho apresenta os recursos oferecidos ao usuario do ambiente de projeto AMPLO para o controle e gerencia do processo de simulação de sistemas digitais. O ambiente de simulação proposto a constituído por diversas ferramentas baseadas em recursos gráficos- interativos. As ferramentas do ambiente permitem executar funções como : construir modelos de simulação a partir das descrições de sistemas armazenadas na base de dados, gerar estados iniciais para os modelos de simulação através de estratégias de inicialização pré-definidas, criar estímulos a serem aplicados aos modelos de simulação utilizando linguagens gráficas e textuais dedicadas, vincular estímulos as entradas primarias dos modelos de simulação, controlar a simulação através dos comandos de simulação disponíveis na sessão de simulação, analisar os resultados das simulações já, realizadas através de recursos gráficos de visualização e criar uma sequência de comandos que devem ser executados dentro de uma sessão de simulação. O ambiente de simulação integra todos os dados gerados durante o processo de simulação em uma base de dados única. Para isto, os objetos manipulados pelas diversas ferramentas do ambiente e as relações existentes entre eles foram definidos de acordo com um modelo de dados uniforme que e a base para a implementação de uma base de dados íntegra e não redundante. A interface de acesso a esta base de dados a constituída por funções primitivas que realizam o acesso a cada um dos objetos. Estas primitivas de acesso a base de dados permitem a criação, alteração e remoção dos objetos mantendo a consistência geral dos mesmos, bem como vários tipos de consultas. O processo de simulação propriamente dito a controlado por um conjunto de funções próprias para a simulação disponíveis na sessão de simulação. A sessão de simulação apresenta uma linguagem de comandos que através de recursos de visualização gráfico-interativos permite ao usuário, entre outros recursos, alterar e monitorar valores de sinais do modelo de simulação e controlar o avanço do tempo de simulação. A sessão de simulação realiza a comunicação com os simuladores através de um sistema de troca de mensagens onde para cada comando fornecido durante a sessão de simulação, uma mensagem é acrescentada ao conjunto de mensagens enviadas ao simulador. / This work describes the facilities that are available to the user of the AMPLO design environment for controlling and managing the process of digital systems simulation. The proposed simulation environment is composed by several tools that are of graphical-interactive nature. These tools support tasks like: building simulation models from system descriptions stored in the data base, generating initial states for the models according to various initialization strategies, creating stimuli to be applied to the models by using dedicated graphical and textual languages, associating stimuli to the primary inputs of the models, controlling the simulation run through a specialized command language, and analyzing results of already executed simulation runs. The environment integrates all data that is generated during the simulation process in a unique data base. Therefore, objects that are manipulated by the several tools of the environment, as well as relationships between them, have been defined according to a uniform data model which is the basis for the implementation of a consistent and non-redundant data base. The access interface to this data base is composed by primitive functions that implement the access to the objects. These functions allow the creation, modification, and removal of objects, while maintaining their overall consistency, as well as several queries. The process of simulation itself is controlled by a command language. These commands are available during the simulation session, which integrates the environment with the AMPLO simulators through a message system. The command language, through graphical-interactive visualization facilities, allow the user to modify and monitor signals values of the model and to control the simulation time advancement. Each command issue adds a new message to a message queue to be sent to the simulator.
172

Modélisation de l'activité gestuelle et sélection automatique de feedback pour des environnements interactifs d'apprentissage : application à la calligraphie / Automatic feedback selection and gestural activity modeling for the next kind of interactive learning environments, with an application to calligraphy learning

Frenoy, Rémy 04 October 2016 (has links)
L'apprentissage de geste est un processus complexe, impliquant de nombreux processus sous-jacents (psychomoteurs, cognitifs, biophysiques). Cet apprentissage peut être divisé en plusieurs grandes phases, définies par la capacité de l'apprenant à produire et à percevoir son geste. A l'instar d'un formateur adaptant son discours et son attitude à l'apprenant, un environnement d'apprentissage doit pouvoir adapter les aides qu'il fournit, d'une part en analysant l'état de l'apprenant, et d'autre part en prédisant les aides qui bénéficieront à son apprentissage. Nous proposons une approche modélisant les interactions entre l'apprenant et l'environnement d'apprentissage; c'est-à-dire l'évolution de l'état de l'apprenant en fonction des configurations successives de l'environnement, permettant une adaptation automatique et dynamique de la sélection d'aides. En s'appuyant sur des travaux portant sur la reconnaissance de gestes et les tuteurs intelligents, nous proposons un cadre formel permettant de représenter la qualité de l'activité gestuelle dans un espace métrique. Cette représentation interprète les résultats issus de modèles probabilistes comme des variables floues illustrant le niveau de l'apprenant sur chacune des dimensions du geste. Nous représentons l'environnement comme l'ensemble des actions possibles, chaque action étant représentée par un vecteur de paramètres estimant la situation dans laquelle l'action est la plus pertinente. Dans un premier temps, ces paramètres sont fixés par des experts, et nous considérons cette expertise comme parfaite. Dans un second temps, nous étudions une problématique omniprésente dans les domaines des environnements d'apprentissage, qui fait état de l'écart entre l’expertise et la réalité. Les domaines "mal définis" sont en effet répandus, du fait du coût et de la difficulté à réunir des experts, et de la complexité inhérente à la définition précise d'un domaine. Ne considérant plus le seul avis des experts, le processus de sélection d 'aides peut alors être vu comme une séquence de décisions dont l'objectif est de proposer à chaque itération l'action qui maximisera le gain en matière d'apprentissage. En s'appuyant sur des travaux récents portant sur les séquences de décisions, notre approche considère le processus de sélection d'aides comme un problème de bandit. Le problème de bandit vise à maximiser un gain lors d'une séquence de décisions, et modélise le compromis entre exploration (choisir une action dont l'influence est inconnue), et exploitation (choisir la meilleure action connue). Nous proposons dans ce cadre une extension des méthodes SoftMax. L'implémentation de notre modèle sur une plateforme d'apprentissage de la calligraphie a été réalisée dans le cadre d'une collaboration avec des experts de ce domaine. Nous montrons, au travers de deux cas d’étude, l'intérêt de notre modèle pour l'apprentissage de la calligraphie. Dans le premier cas d’étude, l'adaptation est construite depuis notre représentation du geste, et un ensemble de règles fixées par des experts. Nous y montrons l'avantage apporté par l'apport d'une diversité d'aides. Dans le second cas d'étude, nous comparons deux types d 'adaptation : une adaptation basée sur des règles, et une adaptation basée sur notre approche dynamique. Nous montrons les différences entre ces deux approches, et illustrons les avantages de l'approche dynamique lorsque les règles sont imprécises. / Gesture learning is a complex and multi-step process where trainees are supposed to improve several psychomotor and cognitive skills. This process can be divided into phases depending on trainees’ ability to perform and perceive their gestures. As human tutors adapt their behavior according to their perception and understanding of trainees learning situations' a learning environment should select an appropriate behavior from a representation of trainees’ learning states and a prediction of the potential influence of every possible behavior. The work presented in this document describes an approach modeling the interactions between a trainee and a learning environment: it represents trainees’ consecutive performances and the influence of the environment on these performances. This approach aims at permitting an adaptive selection of the pedagogical actions (i.e. behaviors) implemented in the environment. Relying on related works in the domains of gesture recognition and intelligent tutoring systems, we propose to represent the gestural activity in a metric space. This representation interprets results from a probabilistic mode as fuzzy variables highlighting trainees' level on every aspect of the gesture. We represent the environment as the set of actions it can select, every action being represented by a feature vector describing the learning situation maximizing the action's influence. As a first step, these features are given by a set of experts, and we consider the rules provided as perfect. As a second step, we study an ubiquitous issue in the field of learning environments, which is the difference between the rules provided by experts and the reality of trainees’ needs toward feedback. Ill-defined domains are indeed more and more common, as collecting expert knowledge is difficult and costly, and as studied learning domains are becoming more and more complex and difficult to define. In this second step, the selection process does not rely on expert knowledge, and this process can be seen as a sequence of decisions. At each iteration, the goal is thus to select the action which would maximize the reward in terms of benefits for trainees' learning. The action selection process is represented as a multi-armed bandit problem, where the goal is to compromise between exploration of unknown actions and exploitation of known actions. We present an extension of SoftMax methods which handles multi-dimensional contextual rewards. Taking advantage of the collaboration with calligraphy experts, a calligraphy training platform was implemented as part of this work. Two studies, where participants train on this platform, show the benefits of the proposed approach on calligraphy learning. In a first experiment, action selection is based on expert rules, and we show that providing a diversity of feedback improves skill acquisition. In a second experiment, we compare two configurations of the environment: a selection of actions based on expert rules, and a selection of actions based on the SoftMax method. We describe the difference between the influence of these two approaches on trainees' learning, and we point out the benefits of using dynamic rules.
173

Um ambiente integrado de simulação de sistemas digitais

Wagner, Paulo Rech January 1991 (has links)
O trabalho apresenta os recursos oferecidos ao usuario do ambiente de projeto AMPLO para o controle e gerencia do processo de simulação de sistemas digitais. O ambiente de simulação proposto a constituído por diversas ferramentas baseadas em recursos gráficos- interativos. As ferramentas do ambiente permitem executar funções como : construir modelos de simulação a partir das descrições de sistemas armazenadas na base de dados, gerar estados iniciais para os modelos de simulação através de estratégias de inicialização pré-definidas, criar estímulos a serem aplicados aos modelos de simulação utilizando linguagens gráficas e textuais dedicadas, vincular estímulos as entradas primarias dos modelos de simulação, controlar a simulação através dos comandos de simulação disponíveis na sessão de simulação, analisar os resultados das simulações já, realizadas através de recursos gráficos de visualização e criar uma sequência de comandos que devem ser executados dentro de uma sessão de simulação. O ambiente de simulação integra todos os dados gerados durante o processo de simulação em uma base de dados única. Para isto, os objetos manipulados pelas diversas ferramentas do ambiente e as relações existentes entre eles foram definidos de acordo com um modelo de dados uniforme que e a base para a implementação de uma base de dados íntegra e não redundante. A interface de acesso a esta base de dados a constituída por funções primitivas que realizam o acesso a cada um dos objetos. Estas primitivas de acesso a base de dados permitem a criação, alteração e remoção dos objetos mantendo a consistência geral dos mesmos, bem como vários tipos de consultas. O processo de simulação propriamente dito a controlado por um conjunto de funções próprias para a simulação disponíveis na sessão de simulação. A sessão de simulação apresenta uma linguagem de comandos que através de recursos de visualização gráfico-interativos permite ao usuário, entre outros recursos, alterar e monitorar valores de sinais do modelo de simulação e controlar o avanço do tempo de simulação. A sessão de simulação realiza a comunicação com os simuladores através de um sistema de troca de mensagens onde para cada comando fornecido durante a sessão de simulação, uma mensagem é acrescentada ao conjunto de mensagens enviadas ao simulador. / This work describes the facilities that are available to the user of the AMPLO design environment for controlling and managing the process of digital systems simulation. The proposed simulation environment is composed by several tools that are of graphical-interactive nature. These tools support tasks like: building simulation models from system descriptions stored in the data base, generating initial states for the models according to various initialization strategies, creating stimuli to be applied to the models by using dedicated graphical and textual languages, associating stimuli to the primary inputs of the models, controlling the simulation run through a specialized command language, and analyzing results of already executed simulation runs. The environment integrates all data that is generated during the simulation process in a unique data base. Therefore, objects that are manipulated by the several tools of the environment, as well as relationships between them, have been defined according to a uniform data model which is the basis for the implementation of a consistent and non-redundant data base. The access interface to this data base is composed by primitive functions that implement the access to the objects. These functions allow the creation, modification, and removal of objects, while maintaining their overall consistency, as well as several queries. The process of simulation itself is controlled by a command language. These commands are available during the simulation session, which integrates the environment with the AMPLO simulators through a message system. The command language, through graphical-interactive visualization facilities, allow the user to modify and monitor signals values of the model and to control the simulation time advancement. Each command issue adds a new message to a message queue to be sent to the simulator.
174

Exploring realistic immersive geovisualizations as tools for inclusive approaches to coastal planning and management

Newell, Robert 31 August 2017 (has links)
Effective coastal planning is inclusive and incorporates the variety of user needs, values, and interests associated with coastal environments. This requires understanding how people relate to coastal environments as ‘places’, imbued with values and meanings, and accordingly, tools that can capture place and connect with people’s ‘sense of place’ have the potential for supporting effective coastal management strategies. Realistic, immersive geographical visualizations, i.e., geovisualizations, theoretically hold potential to serve such a role in coastal planning. However, significant research gaps exist around this application context. Firstly, place theory and geovisualizations are rarely explicitly linked in the same studies, leaving questions around the (potential) relationship between these tools and sense of place. Secondly, geovisualization work has focused on terrestrial environments, and research on how to realistically model coastal places is currently in its infancy. This dissertation aims to address these gaps by pursuing two research objectives. The first objective is to explore the ‘human component’ of geovisualizations, referring to how these tools operate within the social and cultural dimensions germane to environmental management plans and processes. In accordance with the discussion above, this exploration is framed through place theories and concepts, and regards realistic geovisualizations as ‘place-based’ tools. The second objective concerns the coastal context, and it involves elucidating the considerations around developing and using terrestrial-to-marine geovisualizations as tools for inclusive coastal planning and management. The dissertation is composed of five manuscripts, which have been prepared as standalone articles for submission to academic journals. Each manuscript details a study designed to support an aspect of the research objectives, respectively serving (1) to develop a theory of geovisualizations as place-based tools, (2) to explore the theory in the coastal context, (3) to examine the relationship between sense of place and one’s mental visualization of place, (4) to develop a coastal geovisualization under place-based considerations and examine its capacity for connecting to sense of place, and (5) to assess the geovisualization’s potential as a tool for inclusive coastal planning efforts. The first and second study consist of literature review work. The third study involves a survey administered to residents of the Capital Regional District, which collected data for examining a potential relationship between the way people visualize coastal places and how they value and relate to these places. The fourth and fifth study involve developing a coastal geovisualization of Sidney Spit, and then employing focus groups to examine its ability for connecting with people’s sense of place (i.e., fourth study) and utility as a tool for inclusive planning (i.e., fifth study). Outcomes from the first study include a theory on how geovisualizations can function as place-based tools, and this was developed by integrating place concepts with ideas and conceptual models from human-media interaction and sense of presence research. The second study produced insight on how values and interests of different coastal user groups can influence understandings and perceptions of coastal places, and it used this insight to develop recommendations for coastal geovisualizations - full navigability, dynamic elements, and flexibility (i.e., allowing for continual modification and scenario building). The third study produced empirical evidence that place-based values and interests (i.e., framed through sense of place and concerns for place) can influence one’s mental visualization of place in terms of the types of elements people include and perspectives they take in said visualization. The fourth study demonstrated that the presence of certain elements in coastal geovisualizations (such as people, dogs, birds, marine life, vegetation, and boats) can contribute to realism and sense of place; however, simultaneously, deficiencies in numbers and varieties of these elements can detract from realism and sense of place. In addition, the fourth study found that the incorporation of soundscape and viewshed elements is significant for the tool’s ability to connect with sense of place. The fifth study demonstrated the geovisualization’s usefulness for assessing certain qualities of management scenarios, such as aesthetics and functionality of fencing around a restoration area and potential viewshed impacts associated with locations of moored boats. The study also found that incorporating navigability into the geovisualization proved to be valuable for enhancing understandings around scenarios that hold implications for the marine environment because it allowed users to cross the land-sea interface and experience underwater places. / Graduate
175

ComplexCity - A network of relations between differentials

Teessen, Minette January 2012 (has links)
"The world of supermodernity does not exactly match the one in which we believe we live, for we live in a world that we have not yet learned to look at. We have to relearn to think about space.” (Augé, 1995:35)The dissertation postulates that the main issue when working in the contemporary urban environment is not how to repair the damage caused to the traditional city form as we know (or think about) it, but a realization that the idea of “city” has changed. Failure of intervention strategies such as geographical unification and planning programmes should rather be ascribed to incomprehension of this “new” city form. Cities are human organisations and as such complex systems made up of interdependent elements showing signs of emergence, uncertainty in behaviour, adaptation, self-organisation, feedback loops and non-linearity (phenomena that do not adhere to order, reductionism, predictability and determinism). This necessitates a new architectural response with which to define the city as well as a new way of analysis and representation in built form, since the traditional designer’s tools have proven to be inadequate.Resulting from investigation steered by SPACELAB Research Laboratory for the Contemporary City at Delft University of Technology, a new threshold with which to define the new city and study area is recommended, one grounded in movement. Furthermore, the technique of “Disfiguring the urban” (developed by the same laboratory) is applied to do an alternative reading and representation of the study area, one which will explain the processes responsible for the transformation visible in the morphological landscape. The deductions made from this analysis are used to inform a “processes framework for Salvokop” and guide the candidate in terms of client and programme, towards establishing parameters for physical manifestation. / Dissertation (MArchProf)--University of Pretoria, 2014. / Architecture / Unrestricted
176

Gestaltung von Smart Learning Environments in der betrieblichen Weiterbildung als interdisziplinäre Herausforderung

Freigang, Sirkka, Schlenker, Lars, Köhler, Thomas January 2017 (has links)
Vor dem Hintergrund aktueller bildungswissenschaftlicher Diskussionen zur digitalen Transformation setzt sich der Beitrag mit der Rolle von Smart Learning Environments (SLEs) in der betrieblichen Weiterbildung und der Notwendigkeit deren interdisziplinärer Gestaltung auseinander. Für eine taugliche, auf den Nutzer fokussierte Gestaltung von SLEs müssen neuartige Konzepte und Modelle entwickelt werden, die den komplexen Anforderungen des 21. Jahrhunderts entsprechen. Der Beitrag beschreibt einen interdisziplinären Forschungszugang zur Gestaltung von SLEs und diskutiert aufbauend ein ganzheitliches, sozio-technisches Framework, das interdisziplinäre Kriterien für eine pädagogisch fundierte Entwicklung von SLEs bündelt. Die Darstellung des Themas erfolgt anhand von aktuellen Befunden aus einer quantitativen Teilstudie eines Forschungsvorhabens der TU Dresden am Fachbereich Bildungstechnologie. Der Beitrag gibt Einblick in den aktuellen Arbeitsstand, wobei die Auswertung der Gesamtstudie umfassendere Befunde erzielen wird.
177

Analyzing Visitors’ Discourse, Attitudes, Perceptions, and Knowledge Acquisition in an Art Museum Tour After Using a 3D Virtual Environment

D’ Alba, Adriana 05 1900 (has links)
The main purpose of this mixed methods research was to explore and analyze visitors’ overall experience while they attended a museum exhibition, and examine how this experience was affected by previously using a virtual 3dimensional representation of the museum itself. The research measured knowledge acquisition in a virtual museum, and compared this knowledge acquired between a virtual museum versus a real one, employing a series of questionnaires, unobtrusive observations, surveys, personal and group interviews related to the exhibition and the artist. A group of twenty-seven undergraduate students in their first semester at the College of Architecture and Design of the Autonomous University of the State of Mexico participated in the research, and were divided in two groups, one of which used a 3D virtual representation previous to the museum visit. Results show that participants who experienced the virtual museum concurred that using it was a positive experience that prepared them to go to the real museum because they knew already what they were going to find. Most of the participants who experienced the virtual museum exhibited an increased activity during their museum visit, either agreeing, being more participative, concurring and showing acceptance, asking questions, or even giving their opinion and analysis, disagreeing with the guide and showing passive rejection. Also participants from this group showed an increase on their correct answers to the knowledge acquisition questionnaires, going from 27% answers responded correctly in the pre-test, to 67% of correct answers after the virtual museum usage. The research attempted to show that experiencing a virtual museum can be similar to the experience in physical museum visits, not only engaging participants to go to the museum, but sometimes even offering a more functional way to deliver content. Results of this research evidence that using a virtual museum creates a positive impact in users before, during, and after the museum visit, and that it can be a good alternative, not only for educational, but for promotional and recreational and purposes.
178

Perceived growth following endeavors to isolated, confined, and extreme environments: salutogenesis in the aftermath of Antarctic expeditions

Nicoll, Patrick 08 October 2021 (has links)
The environmental and psychosocial adversity inherent in remote polar locales has historically been framed in pathological terms. However, a burgeoning body of evidence suggests that stressful conditions across isolated, confined, and extreme (ICE) environments may elicit positive growth outcomes as well. The purpose of this cross-sectional, retrospective study was to assess the incidence and correlates of PostExpedition Growth (PEG) in returned Antarctic expeditioners. The prevalence of five specific personal growth indicators – ‘new opportunities,’ ‘relating to others,’ ‘personal strength,’ ‘spiritual change,’ and ‘appreciation of life’ – along with individual and group variables that have been associated with growth in trauma-exposed populations (i.e., coping, mindfulness, personality traits, personal value priorities, adverse childhood experiences, and expedition/experience specific variables) were examined using a mixed methods approach. Quantitative results indicate a moderate, positive association between proactive coping and appreciation of life, as well as between universalism (i.e., a sense of harmony or oneness with humanity and the natural world), new possibilities, and appreciation of life. Qualitative findings provide a more nuanced understanding of the five dimensions of PEG and underscore the emergence of a sixth dimension, an enhanced relationship with nature. Further research is needed to illuminate knowledge gaps in ICE environment research, and to help identify potential countermeasures for individuals and groups faced with comparable adversity factors in their immediate environments (i.e., within the current context of COVID-19). A deeper understanding of PEG in ICE environments – as well as promotive factors that strengthen positive outcomes – will serve to inform the development of countermeasures to mitigate health and wellbeing risks following exposure to isolation and confinement in extreme environments. / Graduate / 2022-09-29
179

FAMILY, NEIGHBORHOOD CONTEXTS, AND THE MIXED EFFECTS ON KOREAN JUVENILES’ VIOLENCE

Shin, Songyon 01 May 2020 (has links) (PDF)
The current study aims at investigating the mixed effect of family and neighborhood contexts on juveniles’ violence in South Korea. By addressing four different theoretical frames, the current study assumes that family and neighborhood are directly or indirectly influencing juveniles’ delinquency. The target of analysis is respondents of Korean Youth Panel Survey (KYPS)(N=2,248). By using Stata 14, the current study conducted multi-level regression. The current study suggests several meaningful findings as follow: 1) positive family (i.e. parental attachment and parental supervision) and neighborhood (i.e. collective efficacy) contexts directly reduce juvenile’s violence, 2) negative family aspects (i.e. family conflict and emotional strain by family) directly increase juvenile’s violence, 3) negative neighborhood contexts do not necessarily lead to juveniles’ violence, and 4) family contexts mediate the relationship between neighborhood environments and juveniles’ violence. Based on the finding, the current study explains South Korean cultural background, which contributed to the unique findings. In addition, policy implication is also addressed.
180

Improved Site-Specific Millimeter-Wave Channel Modeling and Simulation for Suburban and Rural Environments

Yaguang Zhang (11198685) 28 July 2021 (has links)
<div>Millimeter-wave (mmWave) bands have become the most promising candidate for enlarging the usable radio spectrum in future wireless networks such as 5G. Since frequent and location-specific blockages are expected for mmWaves, the challenge is understanding the propagation characteristics of mmWave signals and accordingly predicting the channel state information. This research direction has garnered great attention worldwide from industry, academia, and government. However, the majority of current research on mmWave communications has focused on urban areas with high population densities, with very few measurement campaigns in suburban and rural environments. These environments are extremely important for future wireless applications in areas including residential welfare, digital agriculture, and transportation. To fill in this research gap, we developed broadband mmWave channel sounding systems and carried out intensive measurement campaigns at 28 GHz, covering clear line-of-sight as well as non-line-of-sight scenarios over buildings and foliage clutters, to fully characterize the mmWave propagation in suburban and rural environments.</div><div><br></div><div>Moreover, the accuracy provided by traditional statistical models is insufficient for next-generation wireless networks with higher-frequency carriers, because they are unable to predict abrupt channel changes caused by site-specific blockages. To overcome this issue, we explored the possibility of utilizing site-specific geographic features such as buildings and trees in improving mmWave propagation models. A new channel modeling methodology highlighting site-specific parameter evaluation based on easily obtainable data sources (e.g., LiDAR) was proposed for accurate, fast, and automated channel state predictions. Accordingly, an overall root mean square error (RMSE) improvement of 11.79 dB was achieved in a one-building blockage scenario and a regional RMSE improvement of over 20 dB was observed in a coniferous forest. This approach also enables channel simulations for large-scale system performance evaluation, demonstrating a powerful and promising approach for planning and tuning future wide-area wireless networks. The simulation results showed that network densification alone is not enough for closing the digital gap, especially with mmWaves because of the impractical number of required towers. They also backed up supplementary solutions including private data relays, e.g., via drones and portable towers.</div>

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