• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 117
  • 110
  • 27
  • 6
  • 6
  • 4
  • 4
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 317
  • 317
  • 100
  • 95
  • 71
  • 60
  • 55
  • 49
  • 40
  • 35
  • 34
  • 33
  • 32
  • 32
  • 31
  • 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.
161

O diálogo professor-aluno em interações mediadas pela internet: contribuições para a gênese de um processo de tutoria dialógico / The teacher-pupil dialogue in interactions mediated by the internet: contributions for genese of a dialogic tutoring process

Luciana Caixeta Barboza 10 November 2008 (has links)
Nesta pesquisa analisamos como ocorrem as interações discursivas entre estudantes de licenciatura em Química e alunos do Ensino Médio mediadas por um sistema de tutoria estabelecido na internet. Estas interações ocorreram por meio do ambiente virtual Tutor em Rede, no qual os alunos enviam dúvidas a respeito do conteúdo de Química e estas são respondidas por um tutor. Os dados foram coletados entre alunos de licenciatura em Química de universidades públicas brasileiras e professores da rede pública de ensino de São Paulo. Para estas análises, fazemos uma discussão sobre algumas das principais idéias relativas ao histórico e importância da educação a distância, às interações pela internet e aos processos e sistemas de tutoria. Aliado a isto, realizamos um estudo sobre as propriedades dualísticas do enunciado as funções unívoca e dialógica e elaboramos quatro categorias de análises engajamento, problematização, retomada da fala do outro e referência a outros interlocutores. A aplicação destas categorias aos dados coletados, permite-nos classificar as interações em função do seu grau de dialogia. / In this research we analyze the development of discursive interactions between students of a Chemistry teaching course and pupils of secondary school mediated by a tutoring system designed to the internet. These interactions had occurred through the Tutor em Rede virtual environment, in which pupils sent queries regarding Chemistry content to be answered by a tutor. The data had been collected among students of Chemistry teaching courses of Brazilian public universities and teachers of the public education system in São Paulo. For these analyses, we present some of the main ideas about distance education, interactions through the internet and processes and systems of tutoring. We also carry through a study on the dualistic properties of the utterance - the functions univocal and dialogic -, from whose, we elaborate four categories of analyses - enrollment, problematization, retaken of say of the other and reference to other interlocutors. Applying these categories to the collected data, we classify the interactions in terms of their dialogic degree.
162

Virtual Test Environment for Motion Capture Shoots

Redavid, Claudio January 2012 (has links)
This master thesis presents the design of an implementation of a working prototype for an augmented motion capture acting environment. Motion capture (MoCap), the recording of movements to be applied to characters or objects in computer graphics simulations, is widely used in video games, advertisement, and cinema. MoCap is realized through different techniques, where one common problem is the efficiency to capture actor’s motion performances. To capture motions without obstacles for the motion detectors, actors act blindly, without graphic references while acting. Mistakes or a poor correlation between the actors performances and the computer graphics simulation requires the scene either to be taken many times or to be corrected afterwards in time-consuming post-production. These issues slow down the production process or lead to a low quality product.We suggest that one way to limit the problem of efficiency in motion capture is to let actors perform in a virtual environment. To this end, this master thesis presents a simple prototypeenvironment with the goal to support actors’ performances to improve motion capture efficiency. The idea is to surround an actor with four screens which display the virtual environment. A Microsoft Kinect camera is utilized for motion capture. Gestures are usedto trigger interactions between the actor and the virtual environment. Furthermore, the thesis explores the applicability of open source libraries, game engines, and inexpensivegeneral purpose technology. We suggest, as indicated by demonstrated validity, that virtual environments and augmented motion capture improve the conditions for actors, thus providing more efficient motion capture shots. However, further research and quantitative measurements are needed to understand and fully evaluate the effect of the presented prototype tool.
163

Ambiente virtual de interação colaborativa para a melhoria da qualidade de ensino / Virtual environment of collaborative interaction to improve the quality of teaching

Trindade, Gustavo Ponçano 24 June 2009 (has links)
Made available in DSpace on 2016-01-26T18:49:32Z (GMT). No. of bitstreams: 1 dissertacao.pdf: 773197 bytes, checksum: 1fc2c88cb81d50aef2361544aa69b850 (MD5) Previous issue date: 2009-06-24 / This research intends to investigate how the computer technology, the Moodle platform, called Learning, has been used in an institution as a pedagogical tool, in order to assist students in interaction and collaborative learning. The theoretical foundation of this work consists, in particular, authors researching the possibilities that open up with the technologies of communication and information, among them José Manuel Moran. We opted for the quantitative and qualitative research, statistical data for which were the subject of interpretative care. This research presents an object of study a virtual platform known as Learn and their forms of use in the Faculty of Informatics of the State of Sao Paulo that includes three courses. Studies were conducted to quantify the accesses, which are realized by types of days and types of resources and thus it was possible to profile the use of Moodle for students and teachers in the key period indicated in the report. The research and analysis of data suggested that the use of virtual environment aid teaching was unsatisfactory, considering the various possibilities of resources it offers. All these features were classified into three major categories (management, interaction and collaboration), and only the first one meaningful participation. This proves that the computer and internet, at school, are still used only as an electronic substitute for the same tasks performed in the traditional model of education. Thus, teachers and students lose the chance to explore what computer, Internet and systems to better their teaching and pedagogical resources that lead to interaction and knowledge construction. / A presente pesquisa pretende investigar de que maneira a tecnologia computacional, da plataforma Moodle, denominada Aprender, tem sido utilizada, em uma instituição como ferramenta pedagógica, com o intuito de auxiliar os alunos na interação e em aprendizagens colaborativas. A fundamentação teórica deste trabalho constitui-se, especialmente, de autores que pesquisam sobre as possibilidades que se abrem com as tecnologias de comunicação e informação, entre eles José Manuel Moran. Optou-se pela pesquisa quanti-qualitativa, cujos dados estatísticos foram objeto de cuidados interpretativos. Esta pesquisa apresenta como objeto de estudo uma plataforma virtual conhecida como Aprender e suas formas de utilização em uma Faculdade de Informática do interior do Estado de São Paulo que contempla três cursos. Foram realizados estudos para quantificar os acessos, os quais são realizados por tipos de dias e por tipos de recursos e, dessa forma, foi possível traçar o perfil de utilização do Moodle por alunos e professores no período-chave indicado em relatório. A pesquisa e a análise dos dados permitiram concluir que a utilização desse ambiente virtual de auxílio pedagógico mostrou-se insatisfatória, considerando-se as diversas possibilidades de recursos por ele proporcionadas. Todos esses recursos foram classificados em três grandes categorias (gerenciamento, interação e colaboração), e apenas a primeira apresentou uma participação significativa. Isso comprova que o computador e a internet, na escola, ainda são utilizados apenas como um substituto eletrônico para as mesmas tarefas realizadas no tradicional modelo de ensino. Assim, professores e alunos perdem a chance de explorar o que computador, internet e sistemas têm de melhor, seus recursos didático-pedagógicos que levam a interação e construção do conhecimento.
164

Ambiente virtual de interação colaborativa para a melhoria da qualidade de ensino / Virtual environment of collaborative interaction to improve the quality of teaching

Trindade, Gustavo Ponçano 24 June 2009 (has links)
Made available in DSpace on 2016-07-18T17:54:08Z (GMT). No. of bitstreams: 1 dissertacao.pdf: 773197 bytes, checksum: 1fc2c88cb81d50aef2361544aa69b850 (MD5) Previous issue date: 2009-06-24 / This research intends to investigate how the computer technology, the Moodle platform, called Learning, has been used in an institution as a pedagogical tool, in order to assist students in interaction and collaborative learning. The theoretical foundation of this work consists, in particular, authors researching the possibilities that open up with the technologies of communication and information, among them José Manuel Moran. We opted for the quantitative and qualitative research, statistical data for which were the subject of interpretative care. This research presents an object of study a virtual platform known as Learn and their forms of use in the Faculty of Informatics of the State of Sao Paulo that includes three courses. Studies were conducted to quantify the accesses, which are realized by types of days and types of resources and thus it was possible to profile the use of Moodle for students and teachers in the key period indicated in the report. The research and analysis of data suggested that the use of virtual environment aid teaching was unsatisfactory, considering the various possibilities of resources it offers. All these features were classified into three major categories (management, interaction and collaboration), and only the first one meaningful participation. This proves that the computer and internet, at school, are still used only as an electronic substitute for the same tasks performed in the traditional model of education. Thus, teachers and students lose the chance to explore what computer, Internet and systems to better their teaching and pedagogical resources that lead to interaction and knowledge construction. / A presente pesquisa pretende investigar de que maneira a tecnologia computacional, da plataforma Moodle, denominada Aprender, tem sido utilizada, em uma instituição como ferramenta pedagógica, com o intuito de auxiliar os alunos na interação e em aprendizagens colaborativas. A fundamentação teórica deste trabalho constitui-se, especialmente, de autores que pesquisam sobre as possibilidades que se abrem com as tecnologias de comunicação e informação, entre eles José Manuel Moran. Optou-se pela pesquisa quanti-qualitativa, cujos dados estatísticos foram objeto de cuidados interpretativos. Esta pesquisa apresenta como objeto de estudo uma plataforma virtual conhecida como Aprender e suas formas de utilização em uma Faculdade de Informática do interior do Estado de São Paulo que contempla três cursos. Foram realizados estudos para quantificar os acessos, os quais são realizados por tipos de dias e por tipos de recursos e, dessa forma, foi possível traçar o perfil de utilização do Moodle por alunos e professores no período-chave indicado em relatório. A pesquisa e a análise dos dados permitiram concluir que a utilização desse ambiente virtual de auxílio pedagógico mostrou-se insatisfatória, considerando-se as diversas possibilidades de recursos por ele proporcionadas. Todos esses recursos foram classificados em três grandes categorias (gerenciamento, interação e colaboração), e apenas a primeira apresentou uma participação significativa. Isso comprova que o computador e a internet, na escola, ainda são utilizados apenas como um substituto eletrônico para as mesmas tarefas realizadas no tradicional modelo de ensino. Assim, professores e alunos perdem a chance de explorar o que computador, internet e sistemas têm de melhor, seus recursos didático-pedagógicos que levam a interação e construção do conhecimento.
165

Simulation of AGVs in MATLAB : Virtual 3D environment for testing different AGV kinematics and algorithms

Jaime Mérida, Carlos January 2020 (has links)
The field of robotics is becoming increasingly more important and consequently, students need better tools to gain knowledge and experience with them. The University of Skövde was interested in developing a learning tool focused on a virtual simulation of mobile robots. Despite the fact that there are several programmes to create this tool, MATLAB was preferable because of its strong presence in educational institutions. The objectives were oriented towards testing different robot kinematics in an adjustable virtual 3D environment. Moreover, the simulation needed a part in which future users could design own algorithms in order to control the AGVs. Therefore, sensors such as LIDAR sensors were necessary to enable a possible interaction between the robot and the scenario created. This project was developed with a previous study and a comparison of some MATLAB projects and tools. After that, the scenario and the simulation were produced. As a result, a virtual simulation has been created emphasising that the user could modify and adapt multiple parameters such as the size of the AGV, the form of the virtual environment or the selection of forward or inverse kinematics in order to develop different types of algorithms. Other features can be adjusted manually such as the type or number of sensors as well as SLAM conditions. Finally, this thesis was conducted to give a basis about mobile robots and to be a first step for operating with real robots. The simulation also provides an easy to use interface in which students can keep working in it through the introduction of new applications related to image processing or more sophisticated algorithms and controllers.
166

Evaluating digital twin data exchange between a virtual and physical environment regarding lighting quantity

Tabbah, Alyaá January 2021 (has links)
Building Information Management and Digital Twin technology with help of Smart lights can optimizethe built environment impacting our health and well-being, by providing the right amount of light at theright time of day. Lighting simulation is challenging, due to the strict requirements to represent reality. Digitaltwin technology will provide a more dynamic two-way feed-back between the physical and the virtual environmentto optimize the lighting environment giving real-time sensor data. The main problem that currently occurswhile evaluating a lighting design made in photorealistic computer visualization is using the appropriate formof their model presentation. However, validation of light simulations has been done multiple times but not manystudies are based on DT-driven light environment evaluation in which not only the realistic representation butalso the exchange of information plays a crucial role. Therefore, the aim is to develop a strategy for demonstratingthe data exchange between a physical and real environment, for a scenario in which an optimal interactionbetween daylight and electric light derives an optimized realization of a given light demand curve. Basedon a quantitative experiment, validation of a Digital Twin was done between a virtual and a physical twin onan existing room using the light simulation tool DIALux evo. Data exchange was optimized for three levels ofgeometrical complexity. The light environment was optimized for interaction between the Digital and RealTwin. Counter to expectations, the results showed that the coarse model is more accurate representation of thephysical counterpart and generates faster data exchange. Defining DT usage purpose reduces time and effortdone on the process of creation. Knowing what data to exchange and how often avoid developers any limitationsor delaying in the process. Future studies can investigate how optimization of data exchange and light environmentcan be achieved with programming and parametric generative design.
167

Physics-Based, Real-Time Simulation of Fluid-Immersed Rigid Bodies

Moreau, Filip January 2021 (has links)
Objects interacting with fluid are of high interest to visually present in three-dimensional applications, such as computer games and virtual environments. For presenting the interactions with high correctness, dynamic rigid body simulation may be used. This paper presents methods for efficient, physics-based real-time simulation of fluid-immersed rigid bodies, where the correctness of the simulation is maintained. Simulated forces include gravity, buoyancy, thrust, drag, and lift. To have the simulation run efficiently in real-time, discretization of the simulated rigid body is made by applying mentioned forces to a user-defined number of particles, sampled pseudo-randomly within the rigid body.
168

Virtual Validation of Autonomous Vehicles : Virtualizing an Electric Cabin Scooter

Arvidsson, Christoffer, Andersson, Jakob January 2023 (has links)
This thesis report presents a study on the virtualization of an Electric Cabin Scooter used to validate the feasibility of converting it into an autonomous vehicle. The project aimed to design, develop, and test a virtual model of the car that can navigate from points A to B while avoiding obstacles. The report describes the methodology used in the project, which includes setting up the workspace, construction of the virtual model, implementation of ROS2 controllers, and integration of SLAM and Navigation2. The thesis report also describes and discusses related work, as well as the theoretical background of the project. Results show a successfully developed working virtual vehicle model, which provides a solid starting point for future work. / Detta examensarbete presenterar en studie om virtualiseringen av en elektrisk kabinscooter. Den virtuella modellen används för att validera genomförbarheten av att omvandla den till ett autonomt fordon. Projektet syftade till att designa, utveckla och testa en virtuell modell av bilen som kan navigera från punkt A till B medan den undviker hinder. Rapporten beskriver metodiken som används i projektet, vilket inkluderar att sätta upp arbetsytan, konstruktion av den virtuella modellen, implementering av ROS2-kontroller och integration av SLAM och Navigation2. Rapporten diskuterar även relaterat arbete, samt teoretisk bakgrund till arbetet. Resultaten visar en framgångsrikt utvecklad fungerande virtuell fordonsmodell, som ger en solid utgångspunkt för framtida arbete.
169

Indoor Navigation For The Blind And Visually Impaired: Validation And Training Methodology Using Virtual Reality

Wang, Sili 24 March 2017 (has links)
In this thesis we propose a navigation instruction validation tool and an user training tool for PERCEPT system. The validation tool evaluates the navigation instructions using a virtual reality environment by ensuring that each path in the virtual environment can be traversed by following the navigation instructions. This validation tool will serve as a first automatic validation of navigation instructions prior to testing them with blind and visually impaired users. The user-training tool enables the blind user to explore and get familiar with the real environment by using the virtual environment generated in the Unity3d based game. The user interacts with the game using PERCEPT Smartphone client just like the user would interact in the real environment. Motion in the game is emulated using the keyboard. Motion directions follow the navigation instructions obtained through the Smartphone. This user-training tool will improve the users experience in the real environment by enabling them to explore and learn the environment a-priori to their arrival in the physical space.
170

Categorical bias in transient and enduring spatial representation

Thrash, Tyler 19 April 2011 (has links)
No description available.

Page generated in 0.0749 seconds