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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.
311

Trabajo colaborativo en la web: entorno virtual de autogestión para docentes

Guiza Ezkauriatza, Milagros 18 January 2012 (has links)
El treball de recerca presentat és l'anàlisi, disseny, desenvolupament, implementació i valoració d'un Entorn Virtual d'Autogestió per Docents (evadeix). Realitzat aplicant la metodologia de recerca i desenvolupament amb un enfocament qualitatiu / quantitatiu en dos estudis. El primer estudi correspon a l'anàlisi de la problemàtica. Per això s'apliquen entrevistes obertes a 24 professors participants, seleccionats mitjançant una mostra estratificada. El resultat de l'anàlisi les entrevistes demostra que els professors de més antiguitat són els que més apliquen el treball col.laboratiu,. En el segon estudi: es dissenya, desenvolupa, implementa i valora EVAD, on els professors d'una nova mostra estratificada realitzen treballs durant 6 setmanes, utilitzant Google Docs, Blackboard i Wiki. Es realitza una anàlisi cualitativoa / quantitatiu als fòrums: Blackboard, aplicant els mecanismes inter psicològics de (Casanova, 2007) per detectar si es va donar el treball col.laboratiu entre ells. Resultat: EVAD si pot fomentar la comprensió i aplicació del treball col.laboratiu / El trabajo de investigación presentado es el análisis, diseño, desarrollo, implementación y valoración de un Entorno Virtual de Autogestión para Docentes (EVAD). Realizado aplicando la metodología de investigación y desarrollo con un enfoque cualitativo/cuantitativo en dos estudios. El primer estudio corresponde al análisis de la problemática. Para ello se aplican entrevistas abiertas a 24 profesores participantes, seleccionados mediante una muestra estratificada. El análisis cualitativo/cuantitativo a entrevistas demuestra que los profesores de mayor antigüedad son los que más aplican el trabajo colaborativo,. Segundo estudio: se diseña, desarrolla, implementa y valora el EVAD, donde los profesores de una segunda muestra estratificada realizan trabajos durante 6 semanas, utilizando Google Docs, Blackboard y Wiki. Se realiza un análisis cualitativo/cuantitativo a los foros de Blackboard, aplicando los mecanismos inter psicológicos de (Casanova, 2007) para detectar si se dio el trabajo colaborativo entre ellos. Resultado: el EVAD si puede fomentar la comprensión y aplicación del trabajo colaborativo / The research work presented is the analysis, design, development, implementation and assessment for a Self Taught Virtual Environment for Professors (STVEP or EVAD). Research and development methodology with a qualitative/quantitative approach was applied in two studies. The first study was to analyze the problem. This was done using open interviews with 24 teachers participating, selected using a stratified sample. The qualitative/quantitative analysis shows that senior teachers are the ones that mostly apply collaborative work. Second study: to design, develop, implement and evaluate the STVEP, where teachers of a second stratified sample perform work for 6 weeks, using Google Docs, Blackboard and a Wiki. A qualitative analysis of Blackboard forums, by applying inter psychological mechanisms from(Casanova, 2007) showed that the virtual environment promoted collaborative work amongst themselves. the answer to the research question was answered affirmatively
312

Avaliação de desempenho humano individual e em equipe em simulações interativas distribuídas de treinamento

Rocha, Rodrigo Vilela da 25 September 2012 (has links)
Made available in DSpace on 2016-06-02T19:06:05Z (GMT). No. of bitstreams: 1 5247.pdf: 4506683 bytes, checksum: c96faa985ac336ef47e06d250cb3dc14 (MD5) Previous issue date: 2012-09-25 / The distributed interactive simulations can be used to train human actions and behaviors in dangerous situations, which way reduce the risks to life and/or patrimony. As part of the training in virtual environments, is important that learners are assessed not only after exercise virtual training, but also during this period that there may be occasional interventions by the coach in the learning process. However, the development of training simulations is complex and not always the human evaluation, post and share in real time, is offered to the learner as a learning resource and training support as coach. A computer systemis being developed in the WINDIS Laboratory at UFSCar s Computer Department, to support the modeling, construction, execution, management and control of complex training simulations, using emergency preparedness and response as application areas. This work is part of that system and aims to create an individual and/or group performance evaluation sub system in distributed interactive simulations in order to better train apprentices in emergency management processes. It had been used theories, methods and best practices for evaluating human performance to create this sub system. During the preparation of simulations and human performance evaluations, it had been used preparedness and response to emergencies standards and protocols for conducting drills accordingly to São Paulo State, as well as the support of professional experts (São Carlos Fire Department). The modeling, simulations and ontologies used in this project were developed by the students in an integrated manner at WINDIS laboratory. As an individual part of this paper, it has been developed three modules that enable, respectively, the training assessments configuration, the monitoring and evaluation at runtime (with proper measurement for the proposed scenario, the instructor interaction in the simulation and analysis of competences Individual and team), and the analysis and after-action orientation. Two scenarios were developed a concept proof, one for fire department truck s control panel and other to conduct fire-fighting with indirect attack. / As simulações interativas distribuídas podem ser utilizadas para treinar ações e comportamentos humanos em situações de emergência, podendo reduzir os riscos à vida e/ou ao patrimônio. Como parte do treinamento em ambientes virtuais, é importante que os aprendizes sejam avaliados não só após os exercícios virtuais de treinamento, mas também durante este período para que possa haver intervenções pontuais do treinador no processo de aprendizagem. Entretanto, o desenvolvimento de simulações de treinamentos é complexo e nem sempre a avaliação humana, pós-ação e em tempo real, é oferecida ao aprendiz como recurso de aprendizagem e ao treinador como apoio ao treinamento. Um sistema está sendo desenvolvido no Laboratório WINDIS do Departamento de Computação da UFSCar, para apoiar a modelagem, construção, execução, gerenciamento e controle de simulações complexas de treinamento, tendo a preparação e resposta à emergência como uma das áreas de aplicação. O presente trabalho é parte desse sistema e tem como objetivo criar um subsistema de avaliação de desempenho individual e/ou em equipe em simulações interativas distribuídas, com a finalidade de melhor treinar aprendizes nos processos de gerenciamento da emergência. Para a criação desse subsistema foram utilizados teorias, métodos e boas práticas de avaliação de desempenho humano. Na elaboração das simulações e avaliações de desempenho humano foram utilizadas normas de preparação e resposta a emergências e protocolos para realização de exercícios simulados, vigentes no Estado de São Paulo, além do apoio de profissionais especialistas (Corpo de Bombeiros de São Carlos). A modelagem, as simulações e as ontologias utilizadas neste projeto foram desenvolvidas de maneira integrada pelos alunos do laboratório WINDIS. Como parte individual deste trabalho, foram desenvolvidos três módulos que possibilitam, respectivamente, a configuração de avaliações de treinamentos, o monitoramento e avaliação de treinamentos em tempo de execução (com medição adequada para o cenário proposto, interação do instrutor com a simulação e análise de competências individuais e em equipe) e a análise e orientação pós-ação. Dois cenários foram desenvolvidos como prova de conceito, um para o treinamento do painel de controle do caminhão do corpo de bombeiros e outro de combate a incêndio com ataque indireto.
313

Real-time human action and gesture recognition using skeleton joints information towards medical applications

Kibbanahalli Shivalingappa, Marulasidda Swamy 09 1900 (has links)
Des efforts importants ont été faits pour améliorer la précision de la détection des actions humaines à l’aide des articulations du squelette. Déterminer les actions dans un environnement bruyant reste une tâche difficile, car les coordonnées cartésiennes des articulations du squelette fournies par la caméra de détection à profondeur dépendent de la position de la caméra et de la position du squelette. Dans certaines applications d’interaction homme-machine, la position du squelette et la position de la caméra ne cessent de changer. La méthode proposée recommande d’utiliser des valeurs de position relatives plutôt que des valeurs de coordonnées cartésiennes réelles. Les récents progrès des réseaux de neurones à convolution (RNC) nous aident à obtenir une plus grande précision de prédiction en utilisant des entrées sous forme d’images. Pour représenter les articulations du squelette sous forme d’image, nous devons représenter les informations du squelette sous forme de matrice avec une hauteur et une largeur égale. Le nombre d’articulations du squelette fournit par certaines caméras de détection à profondeur est limité, et nous devons dépendre des valeurs de position relatives pour avoir une représentation matricielle des articulations du squelette. Avec la nouvelle représentation des articulations du squelette et le jeu de données MSR, nous pouvons obtenir des performances semblables à celles de l’état de l’art. Nous avons utilisé le décalage d’image au lieu de l’interpolation entre les images, ce qui nous aide également à obtenir des performances similaires à celle de l’état de l’art. / There have been significant efforts in the direction of improving accuracy in detecting human action using skeleton joints. Recognizing human activities in a noisy environment is still challenging since the cartesian coordinate of the skeleton joints provided by depth camera depends on camera position and skeleton position. In a few of the human-computer interaction applications, skeleton position, and camera position keep changing. The proposed method recommends using relative positional values instead of actual cartesian coordinate values. Recent advancements in CNN help us to achieve higher prediction accuracy using input in image format. To represent skeleton joints in image format, we need to represent skeleton information in matrix form with equal height and width. With some depth cameras, the number of skeleton joints provided is limited, and we need to depend on relative positional values to have a matrix representation of skeleton joints. We can show the state-of-the-art prediction accuracy on MSR data with the help of the new representation of skeleton joints. We have used frames shifting instead of interpolation between frames, which helps us achieve state-of-the-art performance.
314

Simulating and prototyping software defined networking (SDN) using Mininet approach to optimise host communication in realistic programmable networking environment

Zulu, Lindinkosi Lethukuthula 11 1900 (has links)
In this project, two tests were performed. On the first test, Mininet-WiFi was used to simulate a Software Defined Network to demonstrate Mininet-WiFi’ s ability to be used as the Software Defined Network emulator which can also be integrated to the existing network using a Network Virtualized Function (NVF). A typical organization’s computer network was simulated which consisted of a website hosted on the LAMP (Linux, Apache, MySQL, PHP) virtual machine, and an F5 application delivery controller (ADC) which provided load balancing of requests sent to the web applications. A website page request was sent from the virtual stations inside Mininet-WiFi. The request was received by the application delivery controller, which then used round robin technique to send the request to one of the web servers on the LAMP virtual machine. The web server then returned the requested website to the requesting virtual stations using the simulated virtual network. The significance of these results is that it presents Mininet-WiFi as an emulator, which can be integrated into a real programmable networking environment offering a portable, cost effective and easily deployable testing network, which can be run on a single computer. These results are also beneficial to modern network deployments as the live network devices can also communicate with the testing environment for the data center, cloud and mobile provides. On the second test, a Software Defined Network was created in Mininet using python script. An external interface was added to enable communication with the network outside of Mininet. The amazon web services elastic computing cloud was used to host an OpenDaylight controller. This controller is used as a control plane device for the virtual switch within Mininet. In order to test the network, a webserver hosted on the Emulated Virtual Environment – Next Generation (EVENG) software is connected to Mininet. EVE-NG is the Emulated Virtual Environment for networking. It provides tools to be able to model virtual devices and interconnect them with other virtual or physical devices. The OpenDaylight controller was able to create the flows to facilitate communication between the hosts in Mininet and the webserver in the real-life network. / Electrical and Mining Engineering / M. Tech. (Electrical Engineering)
315

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
316

Investigating the Relationship between Binocular Disparity, Viewer Discomfort, and Depth Task Performance on Stereoscopic 3D Displays

McIntire, John Paul 04 June 2014 (has links)
No description available.
317

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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