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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.
41

Avaliação da mobilidade urbana com ênfase na condição da acidentalidade do usuário vulnerável / Urban mobility evaluation focused in vulnerable user accidentality condition

Silveira, Igor Machado da 15 April 2016 (has links)
Atualmente vive-se uma mudança de paradigma no planejamento dos transportes: o ser humano volta a ser o centro da tomada de decisões e o automóvel fica em segundo plano. Para que isso ocorra, são necessárias ferramentas confiáveis as quais avaliem a situação atual das cidades para que sejam traçadas metas no sentido de melhorar a vida da população. A mobilidade urbana sustentável busca a melhoria do transporte baseada no tripé social, ambiental e econômico. Esse trabalho busca avaliar a condição de segurança do usuário vulnerável (sem carenagem protetora) em relação ao usuário não vulnerável (com carenagem), buscando avaliar fatores como o modo escolhido para justificar a segurança do usuário. Apesar da mudança de paradigma, as intervenções urbanas continuam voltadas ao transporte individual, assim o usuário de transporte público de má qualidade migra para outros modos, o que causa o aumento do risco relativo do usuário vulnerável. Um dos fatores que influenciam muito para essa migração é o tempo de viagem, significativamente maior para o usuário do transporte público. / The present time is known by its change in the paradigm of the transport planning. The human being is once again the main point of the decision making and the automotive vehicles are transcending to a second plan. This demands trust tools to evaluate the real situation of the cities so that real goals to improve people\'s life get drawn. The sustainable urban mobility seeks to improve the transport based on the social, environmental and economic tripod. This essay seeks to evaluate the vulnerable user safety condition (without external protection), against the non vulnerable user (with external protection), such as estimate the choice of the user justifying its safety. Besides the change of the scenario, the urban interventions are still focused in the individual transportation kind, what means that the poor conditions of the transit makes users migrate increasing the relative risk for the vulnerable users. One factor that influences the migration is the time spent on the traveling, which is a lot longer for the user of transit.
42

Avaliação da mobilidade urbana com ênfase na condição da acidentalidade do usuário vulnerável / Urban mobility evaluation focused in vulnerable user accidentality condition

Igor Machado da Silveira 15 April 2016 (has links)
Atualmente vive-se uma mudança de paradigma no planejamento dos transportes: o ser humano volta a ser o centro da tomada de decisões e o automóvel fica em segundo plano. Para que isso ocorra, são necessárias ferramentas confiáveis as quais avaliem a situação atual das cidades para que sejam traçadas metas no sentido de melhorar a vida da população. A mobilidade urbana sustentável busca a melhoria do transporte baseada no tripé social, ambiental e econômico. Esse trabalho busca avaliar a condição de segurança do usuário vulnerável (sem carenagem protetora) em relação ao usuário não vulnerável (com carenagem), buscando avaliar fatores como o modo escolhido para justificar a segurança do usuário. Apesar da mudança de paradigma, as intervenções urbanas continuam voltadas ao transporte individual, assim o usuário de transporte público de má qualidade migra para outros modos, o que causa o aumento do risco relativo do usuário vulnerável. Um dos fatores que influenciam muito para essa migração é o tempo de viagem, significativamente maior para o usuário do transporte público. / The present time is known by its change in the paradigm of the transport planning. The human being is once again the main point of the decision making and the automotive vehicles are transcending to a second plan. This demands trust tools to evaluate the real situation of the cities so that real goals to improve people\'s life get drawn. The sustainable urban mobility seeks to improve the transport based on the social, environmental and economic tripod. This essay seeks to evaluate the vulnerable user safety condition (without external protection), against the non vulnerable user (with external protection), such as estimate the choice of the user justifying its safety. Besides the change of the scenario, the urban interventions are still focused in the individual transportation kind, what means that the poor conditions of the transit makes users migrate increasing the relative risk for the vulnerable users. One factor that influences the migration is the time spent on the traveling, which is a lot longer for the user of transit.
43

The development of mental time travel

Busby, Janie Amber Unknown Date (has links)
Adults can mentally relive experiences from their past and anticipate possible future events, a process called mental time travel (MTT). Recently, several theorists have argued that the ability to mentally travel through time may not emerge until 3- to 5-years of age. This proposal is based on evidence from a wide range of research, including investigations into children’s recall, planning and differentiation of the times of events in the past and the future. However, as yet there has been no dedicated effort to find out how and when MTT develops. The current series of studies brought together a wide range of resources with the aim of designing a series of novel paradigms to measure aspects of MTT development between 3- and 5-years of age. The first of these novel approaches asked children to report events that occurred to them “yesterday” and would occur to them “tomorrow”, revealing that by 4- to 5-years of age most children could accurately do so. Another series of studies examined children’s ability to anticipate a different, future situation, finding that only by 4- to 5-years did children’s behaviour reflect differences in an anticipated future environment. Subsequent studies focusing on children’s discrimination of past and future also suggested that by 4- to 5-years children could distinguish the different causal impact of past and future events on the present. Another task revealed that during the preschool years children become better at differentiating the times of events from throughout their own lifespan. These new data provide support for the claim that the ability to mentally travel into one’s own past and future emerges during the preschool years. This thesis describes the first directed investigation into the development of MTT as a whole, bringing together much of the empirical and theoretical literature for the first time. The tasks designed are new approaches to investigating MTT and represent a starting point for future research. This thesis also introduces and discusses theories for the development of MTT, aiming to stimulate discussion not just of when it emerges, but how, and what processes may underlie the transition.
44

The development of mental time travel

Busby, Janie Amber Unknown Date (has links)
Adults can mentally relive experiences from their past and anticipate possible future events, a process called mental time travel (MTT). Recently, several theorists have argued that the ability to mentally travel through time may not emerge until 3- to 5-years of age. This proposal is based on evidence from a wide range of research, including investigations into children’s recall, planning and differentiation of the times of events in the past and the future. However, as yet there has been no dedicated effort to find out how and when MTT develops. The current series of studies brought together a wide range of resources with the aim of designing a series of novel paradigms to measure aspects of MTT development between 3- and 5-years of age. The first of these novel approaches asked children to report events that occurred to them “yesterday” and would occur to them “tomorrow”, revealing that by 4- to 5-years of age most children could accurately do so. Another series of studies examined children’s ability to anticipate a different, future situation, finding that only by 4- to 5-years did children’s behaviour reflect differences in an anticipated future environment. Subsequent studies focusing on children’s discrimination of past and future also suggested that by 4- to 5-years children could distinguish the different causal impact of past and future events on the present. Another task revealed that during the preschool years children become better at differentiating the times of events from throughout their own lifespan. These new data provide support for the claim that the ability to mentally travel into one’s own past and future emerges during the preschool years. This thesis describes the first directed investigation into the development of MTT as a whole, bringing together much of the empirical and theoretical literature for the first time. The tasks designed are new approaches to investigating MTT and represent a starting point for future research. This thesis also introduces and discusses theories for the development of MTT, aiming to stimulate discussion not just of when it emerges, but how, and what processes may underlie the transition.
45

Uso de sistemas dinâmicos como mecânica em jogos digitais que possuem viagem no tempo

Kishimoto, André 13 August 2014 (has links)
Made available in DSpace on 2016-03-15T19:37:51Z (GMT). No. of bitstreams: 1 Andre Kishimoto.pdf: 6514091 bytes, checksum: cb3893235ae3a54cbfa637835b6903e8 (MD5) Previous issue date: 2014-08-13 / Instituto Presbiteriano Mackenzie / In digital game development, it is not uncommon to split the development process in three stages: pre-production, production and post-production. Game planning occurs in pre-production, in which game concept ideas are discussed and defined. In this stage, developers start working on the game design, describing what the game is about, its theme, number of players, game objectives, and others. Game design also includes game mechanics,which describes game rules, what players can and cannot do and how the game systems work. The production stage involves coding and asset creation that are used to build the game. Once the game is done, developers reach the post-production stage, shipping the game and entering the maintenance phase (bug fixing and updates). As for systems, it is possible to model a system using mathematical equations and verify its behaviour via temporal analysis. From this, this thesis aimed to evaluate the possibility of using dynamical systems as a tool to help defining game mechanics for digital games, including definition and analysis of agents and objects and their interaction via temporal analysis of the system. The time travel concept was included to offer players the ability to modify the initial parameters of the system modelled in a game, as a way to solve the challenges and problems presented in the game by changing the system behaviour over time. A digital game was developed as proof of concept, and its mechanics was based on the Lotka-Volterra model with logistic growth, applied to a three-species food chain. An agent-based three-species prey-predator model was also included in the game, and both models' behavior and outcome were compared. A pretest was taken by 11 users to evaluate the use of dynamical system as game mechanics as well as the time travel feature available in the game developed in this thesis. The proof of concept was evaluated and, together with the pretest results, it was confirmed that dynamical systems as game mechanics is possible, as it establishes the relationship between species and set the rules of temporal evolution for the game. / Na área de desenvolvimento de jogos digitais, costuma-se dividir o processo de desenvolvimento em três etapas: pré-produção, produção e pós-produção. A pré-produção envolve o planejamento do jogo, em que conceitos sobre este são discutidos e a ideia a ser desenvolvida é selecionada. Nessa etapa, começa o trabalho de game design (projeto de jogo), no qual se define sobre o que é o jogo, o tema, quantidade de jogadores, objetivos, entre outros. Um dos elementos de jogo definido no game design é a mecânica, que indica as regras e funcionamento do jogo. A produção é a etapa em que código e recursos áudiovisuais săo criados a fim de construir o jogo elaborado na pré-produção. Após o jogo ser desenvolvido, entra-se na etapa de pós-produção, com a distribuição do jogo e manutenção (correções posteriores e atualizações). Quanto ao funcionamento de um sistema real ou fictício, é possível modelar um sistema por meio de equações matemáticas e analisar seu comportamento a partir da evolução temporal. A partir disso, este trabalho teve como objetivo avaliar a possibilidade do uso de sistemas dinâmicos como ferramenta para elaboração da mecânica de jogos digitais, a fim de definir e analisar comportamentos de agentes e objetos e suas interações por meio da evolução temporal do sistema. Propôs-se a inclusão de viagem no tempo para permitir que o jogador modificasse parâmetros iniciais do sistema modelado, redefinindo o comportamento do sistema com o passar do tempo, com o objetivo de solucionar os desafios e problemas dispostos no âmbito do jogo. Para a realização da prova de conceito foi desenvolvido um jogo digital, sendo que aplicou-se como mecânica o modelo de Lotka-Volterra com crescimento logístico para uma cadeia alimentar de três espécies, assim como um sistema presa-predador baseado em agentes, a fim de comparar o funcionamento e comportamento de ambos os modelos. Realizou-se um teste preliminar com 11 usuários para avaliar o jogo desenvolvido na presente pesquisa quanto ao uso de sistemas dinâmicos como mecânica e ŕ funcionalidade de viagem no tempo. Com a análise da prova de conceito e resultados obtidos com o teste preliminar, confirmou-se a possibilidade de aplicação de sistemas dinâmicos como mecânica em jogos digitais, sendo possível estabelecer a relação entre espécies e definir as regras de evolução temporal no âmbito do jogo.
46

Closed Timelike Curves in Exact Solutions

Vitos, Timea January 2017 (has links)
This project aims to study general relativity to the extent to understand the occurrence and behaviors of closed timelike curves (CTCs) in several exact solutions of Einstein’s field equations. The rotating black hole solution, the Gödel universe and the cosmic string solutions are studied in detail to show how CTCs arise in these spacetimes. The chronology-violationing paradoxes and other unphysical aspects of CTCs are discussed. The spacetimes where CTCs arise possess properties which are argumented to be unphysical, such as lack of asymptotic flatness and being innite models. With quantum computational networks it is possible to resolve the paradoxes which CTCs evoke. With all these attempts of resolving CTCs, our conclusion is that CTCs exist quantum mechanically, but there is a mechanism which inhibits them to be detected classically. / Detta projekt åsyftar att studera allmän relativitet i den grad att kunna förstå uppkomsten och företeelsen av tidsliknande slutna kurvor (CTC) i några exakta lösningar till Einsteins ekvationer. Dessa lösningar inkluderar Gödel universen, kosmiska strängar och det roterande svarta hålet, där CTC studeras i mer detalj. CTC är kronologi-kränkande företeelser och paradoxen som uppstår presenteras, samt de argument som ligger till grund till att CTC inte är fysikaliskt verkliga objekt. De tidrum där CTC uppkommer delar gemensamma egenskaper som anses ofysikaliska, som att vara icke asymptotiskt platta tidrum, samt att vara oändliga modeller. Med kvantinformatiska nätverk kan CTC illustreras och de klassiska kronologi-paradoxen kan rättas ut. Slutsatsen är att CTC existerar kvantmekaniskt, men det fnns en mekanism i verkligheten som förhindrar dessa att bli detekterade klassiskt.
47

An Immersive Experience : Communicating the Past using AR/VR at Gamla Uppsala and Uppåkra Archaeological Centre.

Frick, Urszula January 2021 (has links)
In the age of digitization, the use of Augmented and Virtual Reality as digital supplements to the traditional museum visit become much more frequent. The author of this study investigates development process, and the way history is communicated through the Gamla Upsala AR/VR and Uppåkra VR experiences. The development processes are analysed through the lens of design thinking perspective. The analysis of history communication through digital experience focuses on reflecting the concepts of performance of knowledge, archaeological imagination and narratology, and time travel. The research is based on qualitative material gathered from institutions (Gamla Uppsala Museum and Uppåkra Archaeological Centre) and software developers (Disir Productions AB and Elkington Communications AB) responsible for the creation and use of the digital experiences. Based on the answers, a comparison of the results from is provided, with the help of the theoretical framework. In the discussion, the author places the problematics of the design, production and communication of history through digital tools into a broader context, as well as discusses the extent to which they are reflected in the Gamla Uppsala AR/ VR and Uppåkra Archaeological Centre VR. Additionally, the study debates probable solutions for using VR/AR in the face of the COVID-19 pandemic.
48

Images de la science : la représentation de la théorie de la relativité au cinéma, à travers l’exemple d’Interstellar (Nolan 2014)

Torre, Axel 08 1900 (has links)
Ce mémoire de recherche-création explore les différentes modalités de la représentation d’une théorie scientifique—la théorie de la relativité, développée par Albert Einstein au début du XXe siècle—et se concentre sur le voyage dans le temps. Le mémoire est divisé en deux parties : un texte de recherche et un projet de création. Dans le texte de recherche, le premier chapitre rappelle ce qu’est la théorie de la relativité et fait un bref historique des films sur le voyage dans le temps; le second chapitre est une analyse du film Interstellar réalisé par Christopher Nolan en collaboration avec le physicien américain, Kip Thorne. Dans ce film, la théorie de la relativité n’est pas un élément secondaire, mais le coeur même de l’histoire. Ma création, présentée ici dans un document de jeu (Concept narratif d’un jeu vidéo), est un projet de jeu vidéo se déroulant pendant la seconde guerre mondiale, dans lequel le joueur devra voyager dans le temps pour sauver l’humanité du pouvoir nazi. / This research-creation master’s thesis explores the different modalities of the representation of the Theory of Relativity, developed by Albert Einstein in the beginning of the 20th century and focuses on time travel. The dissertation is divided into two parts: a research essay and a creation project. The first chapter of the research explains the basis of the Theory of Relativity and gives a brief history of time-travel in cinema. The second chapter analyses the movie Interstellar, produced by Christopher Nolan in collaboration with the American physicist Kip Thorne. This motion picture is a prime example of the Theory of Relativity in modern cinema. The creation section, presented here in a Video game narrative concept, is a video game project set during the Second World War, in which the player will have to travel through time in order to save humanity from the Nazis.
49

Faszination Zeitreisen: Eine Vision zwischen Science und Fiction

Herrmann, Kay 13 November 2014 (has links)
Die vorliegende Arbeit erörtert Ansätze für „Zeitmaschinen“, die in Einklang mit der modernen Physik stehen. Besprochen werden u. a. die Tachyonen-Hypothese, Tiplers rotierender Zylinder, der Gödel-Kosmos, der Anti-de-Sitter-Kosmos und die sogenannten „Wurmlöcher“. Zugleich sollen Ansätze vorgestellt werden (z. B. Eternalismus, Viele-Welten-Modell, Prinzip der konsistenten Geschichte), die Lösungsversuche für die Paradoxien von Vergangenheitsreisen bieten. Obwohl erstaunlicherweise die fundamentalen Gesetze der Physik (abgesehen von extrem seltenen und makroskopisch nicht in Erscheinung tretenden quantenmechanischen Effekten) bei einer Zeitumkehr nicht verletzt sind, scheint es in der Natur doch ein grundsätzliches Verbot von Vergangenheitsreisen zu geben. Der Physiker Dieter Zeh, dessen Position im Schlusskapitel der Arbeit näher beleuchtet wird, vertritt die Auffassung, dass die Science-Fiction-Literatur zum Thema „Zeitreisen“ überwiegend auf einfachen begrifflichen Fehlern beruhe. Die in Anlehnung an die Allgemeine Relativitätstheorie konstruierten Vorgänge seien bestenfalls genauso „theoretisch möglich“ wie ein Gas, das sich von selbst in einer Ecke des Gefäßes versammelt. Um die Reisen in die Vergangenheit scheint es zu stehen wie mit einer Anfrage an Radio Jerewan; die Antwort lautet stets: „Im Prinzip ja, aber …“ Doch die Faszination dieser Idee wird weiterhin Stoff für die „Fiction“ liefern.:Vorwort 5 1 Was ist Zeit? 9 2 Der Zeitpfeil 15 3 Zeitreisen und Science-Fiction 19 4 Zeitreisen und die moderne Physik 23 4.1 Reisen in die Zukunft 23 4.2 Reisen in die Vergangenheit 27 4.2.1 Überlichtgeschwindigkeit 28 4.2.2 „Pathologische“ Raum-Zeiten 32 a) Rotierende Zylinder 32 b) Der Gödel-Kosmos 33 c) Der Anti-de-Sitter-Kosmos 34 d) Wurmlöcher 35 e) Kosmische Strings 40 5 Die Paradoxien von Vergangenheitsreisen 41 6 Closed time-like curves (CTC’s): Ein Gespräch mit Dieter Zeh 49 Literatur 53
50

Faszination Zeitreisen: Eine Vision zwischen Science und Fiction

Herrmann, Kay January 2014 (has links)
Die vorliegende Arbeit erörtert Ansätze für „Zeitmaschinen“, die in Einklang mit der modernen Physik stehen. Besprochen werden u. a. die Tachyonen-Hypothese, Tiplers rotierender Zylinder, der Gödel-Kosmos, der Anti-de-Sitter-Kosmos und die sogenannten „Wurmlöcher“. Zugleich sollen Ansätze vorgestellt werden (z. B. Eternalismus, Viele-Welten-Modell, Prinzip der konsistenten Geschichte), die Lösungsversuche für die Paradoxien von Vergangenheitsreisen bieten. Obwohl erstaunlicherweise die fundamentalen Gesetze der Physik (abgesehen von extrem seltenen und makroskopisch nicht in Erscheinung tretenden quantenmechanischen Effekten) bei einer Zeitumkehr nicht verletzt sind, scheint es in der Natur doch ein grundsätzliches Verbot von Vergangenheitsreisen zu geben. Der Physiker Dieter Zeh, dessen Position im Schlusskapitel der Arbeit näher beleuchtet wird, vertritt die Auffassung, dass die Science-Fiction-Literatur zum Thema „Zeitreisen“ überwiegend auf einfachen begrifflichen Fehlern beruhe. Die in Anlehnung an die Allgemeine Relativitätstheorie konstruierten Vorgänge seien bestenfalls genauso „theoretisch möglich“ wie ein Gas, das sich von selbst in einer Ecke des Gefäßes versammelt. Um die Reisen in die Vergangenheit scheint es zu stehen wie mit einer Anfrage an Radio Jerewan; die Antwort lautet stets: „Im Prinzip ja, aber …“ Doch die Faszination dieser Idee wird weiterhin Stoff für die „Fiction“ liefern.:Vorwort 5 1 Was ist Zeit? 9 2 Der Zeitpfeil 15 3 Zeitreisen und Science-Fiction 19 4 Zeitreisen und die moderne Physik 23 4.1 Reisen in die Zukunft 23 4.2 Reisen in die Vergangenheit 27 4.2.1 Überlichtgeschwindigkeit 28 4.2.2 „Pathologische“ Raum-Zeiten 32 a) Rotierende Zylinder 32 b) Der Gödel-Kosmos 33 c) Der Anti-de-Sitter-Kosmos 34 d) Wurmlöcher 35 e) Kosmische Strings 40 5 Die Paradoxien von Vergangenheitsreisen 41 6 Closed time-like curves (CTC’s): Ein Gespräch mit Dieter Zeh 49 Literatur 53

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