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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.
11

Fast Surgical Simulation to Improve Mitral Valve Repair

Tenenholtz, Neil Arturo 06 June 2014 (has links)
Mitral valve repair, the preferred method of treating mitral regurgitation, is a demanding surgical procedure consisting of the resection and approximation of valve tissue. Operating on an arrested heart, the clinician is forced to predict closed valve shape and the effect of surgical modifications. The valve's complex morphology makes this a difficult task, and as a result, the procedure is underperformed by less experienced surgeons in lieu of the simpler, less effective valve replacement. / Engineering and Applied Sciences
12

Examining Emotional Responses to Effective Versus Ineffective Virtual Buddies

Ingraham, Kathleen 01 January 2014 (has links)
The purpose of this research study was to explore the impact of virtual character design on user emotional experience and user behavior in a simulated environment. With simulation training increasing in popularity as a tool for teaching social skills, it is essential that social interactions in virtual environments provide authentic opportunities for practice (Swartout et al., 2006). This study used Interactive Performance Theory (Wirth, 2012) to examine the effect of designing a virtual buddy character with ineffective traits instead of effective or expert traits. The sample population for this study (n = 145) consisted of first year university students enrolled in courses in the fall of 2013 at the University of Central Florida. Data on participant emotional experience and behavior were collected through questionnaires, researcher observations, and physiological signal recording that included participant heart rate and galvanic skin response. Data were analyzed using multivariate analysis of variances (MANOVA), Kruskal-Wallis one-way analysis of variance, and qualitative thematic coding of participant verbal behavior and written responses. Results of the analysis revealed that participants who interacted with an ineffective virtual buddy character had statistically significant higher averages of verbal statements to the antagonist in the simulated environment and statistically significant lower perceptions of antagonist amiability than participants who interacted with an effective virtual buddy. Additionally, participants who interacted with a virtual buddy of the opposite gender gave statistically significant higher ecological validity scores to the simulated environment than participants who interacted with a virtual buddy of the same gender. Qualitative analysis also revealed that participants tended to describe the female buddy character with more ineffective traits than the male buddy character even though effective and ineffective design conditions were equally divided for both groups. Further research should be conducted on the effect of virtual buddy character design in different types of simulation environments and with different target audiences.
13

Competencies needed for virtual workers / by Theresa A. Botha

Botha, Theresa Adrian January 2005 (has links)
The changing world of work that we live in is characterised by forming part of globalisation and virtualness. The previous era managers focused on how to make money and how this money can work for them. The changing world of work is characterised by global competitiveness in delivering quality products quicker and cheaper. Globalisation presents continuous advancements in technology, which requires a new mindset. These technological advancements have a profound effect on culture, training and management of staff. This brings about change in flexible working arrangements and the traditional office made space within certain organisations for virtual offices. The move towards virtualness causes companies to work more closely with their customers to be able to coordinate rapid changes in products (Schuh, Millarg & Gorannson, 1998; Weissenfeld, Fisscher, Pearson & Brockhoff, 200 1). The financial institution referred to in this study was also driven by globalisation and technological advancements to re-engineer the current way in which they do business. It became evidently clear that there was a need for a shift towards virtualness, which called for the identifying of relevant competencies; needed by employees for working in a virtual environment. These competencies will enable the organisation to select the right employees and provide them with information that could be utilised in training the current virtual employees according to the competencies identified. The objectives of this research were firstly to conduct a job analysis to determine the important competencies needed by virtual workers, in a specific job at a financial institution in South Africa. Secondly to compare the current competencies of the virtual workers (who took part in the research) with the competencies identified by the job analysis to be important for this specific job. Thirdly to determine the skills required for virtual workers and compare these skills with the skills ranked by the current virtual workers to be important. Fourthly to identify how these virtual workers experienced the effect of virtualness on their performance. Lastly to make recommendations regarding future training and selection purposes. A survey design (cross-sectional) was used to determine competencies needed by virtual workers for a specific job at a financial institution in South Africa. The study population consisted of (N= 71) employees in a virtual job at a financial institution in South Africa. The Work Profile Systems (WPS), Occupational Personality Questionnaire (OPQ), Performance Assessment Questionnaire (PAQ) and a Skills Audit (SA) were administered. Results of the research indicated that 44% of the study population exhibits the competencies needed by virtual workers as indicated by the Inventory of Management Competencies (IMC) Profile of the WPS. The results of the Performance Assessment Questionnaire (PAQ) indicated that the current virtual workers experienced the greatest impact of virtualness on improving the attainment of personal goals, as well as improving the achievement of organisational goals. The results from the Skills Audit (SA) identified skills that were essential for virtual workers in a specific job within a virtual environment, according to the feedback received from the current virtual workers. They compared favourably with the skills identified by literature as being important. Recommendations to the organisation and for future research have been made and limitations were also discussed. / Thesis (M.A. (Industrial Psychology))--North-West University, Vaal Triangle Campus, 2005.
14

Competencies needed for virtual workers / by Theresa A. Botha

Botha, Theresa Adrian January 2005 (has links)
Thesis (M.A. (Industrial Psychology))--North-West University, Vaal Triangle Campus, 2005.
15

Competencies needed for virtual workers / by Theresa A. Botha

Botha, Theresa Adrian January 2005 (has links)
The changing world of work that we live in is characterised by forming part of globalisation and virtualness. The previous era managers focused on how to make money and how this money can work for them. The changing world of work is characterised by global competitiveness in delivering quality products quicker and cheaper. Globalisation presents continuous advancements in technology, which requires a new mindset. These technological advancements have a profound effect on culture, training and management of staff. This brings about change in flexible working arrangements and the traditional office made space within certain organisations for virtual offices. The move towards virtualness causes companies to work more closely with their customers to be able to coordinate rapid changes in products (Schuh, Millarg & Gorannson, 1998; Weissenfeld, Fisscher, Pearson & Brockhoff, 200 1). The financial institution referred to in this study was also driven by globalisation and technological advancements to re-engineer the current way in which they do business. It became evidently clear that there was a need for a shift towards virtualness, which called for the identifying of relevant competencies; needed by employees for working in a virtual environment. These competencies will enable the organisation to select the right employees and provide them with information that could be utilised in training the current virtual employees according to the competencies identified. The objectives of this research were firstly to conduct a job analysis to determine the important competencies needed by virtual workers, in a specific job at a financial institution in South Africa. Secondly to compare the current competencies of the virtual workers (who took part in the research) with the competencies identified by the job analysis to be important for this specific job. Thirdly to determine the skills required for virtual workers and compare these skills with the skills ranked by the current virtual workers to be important. Fourthly to identify how these virtual workers experienced the effect of virtualness on their performance. Lastly to make recommendations regarding future training and selection purposes. A survey design (cross-sectional) was used to determine competencies needed by virtual workers for a specific job at a financial institution in South Africa. The study population consisted of (N= 71) employees in a virtual job at a financial institution in South Africa. The Work Profile Systems (WPS), Occupational Personality Questionnaire (OPQ), Performance Assessment Questionnaire (PAQ) and a Skills Audit (SA) were administered. Results of the research indicated that 44% of the study population exhibits the competencies needed by virtual workers as indicated by the Inventory of Management Competencies (IMC) Profile of the WPS. The results of the Performance Assessment Questionnaire (PAQ) indicated that the current virtual workers experienced the greatest impact of virtualness on improving the attainment of personal goals, as well as improving the achievement of organisational goals. The results from the Skills Audit (SA) identified skills that were essential for virtual workers in a specific job within a virtual environment, according to the feedback received from the current virtual workers. They compared favourably with the skills identified by literature as being important. Recommendations to the organisation and for future research have been made and limitations were also discussed. / Thesis (M.A. (Industrial Psychology))--North-West University, Vaal Triangle Campus, 2005.
16

Virtuelles Training von Gefahrensituationen – am Beispiel der Entwicklung und Evaluation einer virtuellen Pannensimulation

Domin, Markus, Nissen, Helge, Janneck, Monique 30 April 2019 (has links)
In Deutschland kommt es jährlich zu durchschnittlich 4 Millionen Autopannen (ADAC, n.d.). Derartige Situationen sind für Betroffene stets Ausnahmesituationen. In der Fahrausbildung wird man zwar theoretisch darauf vorbereitet. Durch die mangelnde Routine erscheint es aber nicht verwunderlich, dass der korrekte Ablauf und ein möglichst sicheres Verhalten nicht umfänglich bekannt sind. Um eine solche Routine herzustellen, ist VR-Technologie ein vielversprechender Ansatz. Der vorliegende Beitrag hat zum Ziel, eine prototypische Anwendung zur VR-Simulation von Pannensituationen zu entwickeln und zu evaluieren. Weiterhin sollen Design-Aspekte identifiziert werden, die für VR-Anwendungen relevant sind. [Aus der Einleitung.]
17

IGYM – Gimnasio por aplicativo

Apaza Quispe, Mildre, Murillo Campos, Yanira, Rojas Caballero, Raúl Jonathan, Rosas Valverde, Adrian, Uribe Cassina, Joaquín Adrián 26 June 2021 (has links)
El presente documento es un trabajo de investigación propuesto para el aplicativo iGYM, el cual tiene como finalidad ayudar a los usuarios a empezar una vida saludable en base a rutinas de ejercicios personalizadas y asesorías nutricionales personales. El diferencial del aplicativo iGYM se basa en implementar todas las acciones de un gimnasio convencional, pero de manera virtual, logrando de este modo que los usuarios puedan entrenar desde la comodidad de sus hogares sin recurrir a los diferentes gastos habituales al momento de asistir a un gimnasio. La primera parte del trabajo tendrá como finalidad presentar las funciones de cada integrante para la realización del presente trabajo de investigación. Además de explicar detalladamente el problema que se espera resolver con la implementación del aplicativo. Por último, se emplearán las herramientas de Value Proposition Canvas y Business Model Canvas. Para la segunda parte del trabajo se realizarán las validaciones la solución del problema, validación del modelo negocio y validación del interés de compra. Estas validaciones estarán conformadas por diversos experimentos, los cuales tienen como finalidad demostrar la viabilidad del proyecto. Por último, todo lo anterior mencionado pasará por un análisis financiero proyectado a tres años con la finalidad de evaluar y determinar si el proyecto es rentable. Asimismo, se darán conclusiones y apreciaciones del proyecto. / This document is a proposed research work for the iGYM application, which aims to help users start a healthy life based on personalized exercise routines and personal nutritional advice. The differential of the iGYM application is based on implementing all the actions of a conventional gym, but in a virtual way, thus achieving that users can train from the comfort of their homes without resorting to the different usual expenses when attending a Gym. The first part of the work will have the purpose of presenting the functions of each member for the realization of this research work. In addition to explaining in detail the problem that is expected to be solved with the implementation of the application. Finally, the Value Proposition Canvas and Business Model Canvas tools will be used. For the second part of the work, the validations will be carried out, the solution of the problem, validation of the business model and validation of the purchase interest. These validations will be made up of various experiments, which are intended to demonstrate the viability of the project. / Trabajo de investigación
18

Impacto de la formación virtual en la productividad de los colaboradores de las empresas financieras en Lima Metropolitana, 2021

Gallegos Garcia, Betzabe Rosario, Lazo Quiroz, Katherine Fernanda 10 December 2021 (has links)
El presente trabajo de investigación tiene como finalidad determinar si la formación virtual que es utilizada en las organizaciones como metodología para la capacitación tiene un impacto en la productividad de los colaboradores del sector financiero, en específico la fuerza de ventas de estas organizaciones que son las encargadas de la colocación de tarjetas de crédito en Lima Metropolitana. Para ello, se analizaron los siguientes aspectos, referente a la variable de Formación Virtual: Gestión del Conocimiento, Diseño, Planificación y Metodología. Con respecto a la variable de productividad se tomaron en cuenta: Eficiencia, Eficacia y Efectividad. El sector elegido para llevar a cabo esta investigación es el sector financiero, en el cual encontramos a dos compañías sobre las cuales se realizará la investigación y están conformadas por Scotiabank y Financiera oh!, ya que ambas forman parte de las cuatro organizaciones de este rubro con mayor participación en el mercado, pero sobre todo porque dentro de su estructura organizacional existe el puesto sobre el que se aplicó la investigación. Se concluye, que la formación virtual es una excelente estrategia para la capacitación sumado a que en los últimos años ha presentado un crecimiento exponencial en su aplicación debido al contexto actual y las nuevas tendencias sobre el trabajo en línea. Además de ello, tiene un impacto positivo en la productividad de los colaboradores, por lo que vemos oportuno aportar con este estudio a la sociedad del conocimiento y sector financiero en general. / The purpose of this research work is to determine if the virtual training that is used in organizations as a methodology for training has an impact on the productivity of employees in the financial sector, specifically the sales force of these organizations that are in charge of the placement of credit cards in Metropolitan Lima. For this, the following aspects were analyzed, referring to the Virtual Training variable: Knowledge Management, Design, Planning and Methodology. With respect to the productivity variable, the following were taken into account: Efficiency, Effectiveness and Effectiveness. The sector chosen to carry out this investigation is the financial sector, in which we find two companies on which the investigation will be carried out and they are made up of Scotiabank and Financiera oh!, since both are part of the four organizations of this item. with greater participation in the market, but above all because within its organizational structure there is the position on which the research was applied. It is concluded that virtual training is an excellent strategy for training added to the fact that in recent years it has presented an exponential growth in its application due to the current context and new trends in online work. In addition to this, it has a positive impact on the productivity of collaborators, which is why we see it as an opportunity to contribute with this study to the knowledge society and the financial sector in general. / Tesis
19

Design and implementation of a DSP-based control interface unit (CIU)

Kavousanos-Kavousanakis, Andreas 03 1900 (has links)
Approved for public release, distribution is unlimited / This research involves the development of a human-body motion tracking system constructed with the use of commercial off-the-shelf (COTS) components. The main component of the system investigated in this thesis is the Control Interface Unit (CIU). The CIU is a component designed to receive data from the magnetic, angular rate, and gravity (MARG) sensors and prepare them to be transmitted through a wireless configuration. A simple and effective algorithm is used to filter the sensor data without singularities, providing the measured attitude in the quaternion form for each human limb. Initial calibration of the MARG sensors is also performed with the use of linear calibrating algorithms. The testing and evaluation of the whole system is performed by MATLABʼ and SIMULINKʼ simulations, and by the realtime visualization using a human avatar designed with the X3D graphics specifications. Through this research, it is discovered that the MARG sensors had to be redesigned to overcome an erratum on the Honeywell magnetometer HMC1051Z data sheet. With the redesigned MARG sensors, the testing results showed that the CIU was performing extremely well. The overall motion tracking system is capable of tracking human body limb motions in real time. / Lieutenant Junior Grade, Hellenic Navy
20

Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization

Jordan M McGraw (8803076) 07 May 2020 (has links)
<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).</div><div><br></div><div>In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.</div>

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