Spelling suggestions: "subject:"inn reality"" "subject:"iin reality""
111 |
Responsibility in pastoral counselingTebbe, Thomas F. January 1985 (has links)
Thesis (M.A.)--Catholic Theological Union, 1980. / Includes bibliographical references (leaves 79-82).
|
112 |
An approach to enhance a traditional ergonomics tool with assembly capabilities and algorithms from an immersive environmentKim, Okjoon, January 2007 (has links) (PDF)
Thesis (M.S. in mechanical engineering)--Washington State University, May 2007. / Includes bibliographical references (p. 69-108).
|
113 |
Kant's inaugural dissertation of 1770Kant, Immanuel, Eckoff, William Julius, January 1894 (has links)
Thesis (Ph. D.)--Columbia College, 1894. / Translation of: De mundi sensibilis atque intelligibilis forma et principiis. Vita.
|
114 |
A Virtual Reality Role-Playing Serious Game for Experiential LearningAlrehaili, Enas Abdulrahman 20 July 2018 (has links)
Educational systems can benefit from Virtual Reality’s (VR) ability to support experiential learning. In particular, VR based games, especially role-playing serious games (RPGs), can promote learning through the simulation of various educational scenarios. This thesis proposes an immersive VR-RPG to educate players about the behavior of honeybees. The player adopts the role of a honeybee and experiences a virtual world mimicking the real one from the honeybee’s perspective. Unlike most studies in educational VR, we assess the impact of immersion on knowledge gain by testing the players’ knowledge on the subject before, immediately after, and one week following the use of the system. We also compare the proposed system with both a conventional and a desktop VR-RPG approach. The results indicate that students significantly gained knowledge in all methods compared to the pre-test. We found that the immersion level for both tested VR-RPGs did not have a significant effect on learning. However, the study showed an improvement in knowledge retention for the desktop VR-RPG users compared to those of the conventional method. Moreover, the results revealed that users of the immersive and desktop VR-RPGs were more motivated and engaged compared to those of the conventional method.
|
115 |
A dinâmica dos novos formatos na televisão aberta brasileiraFerreira, Cláudio Augusto January 2008 (has links)
Dissertação (mestrado)—Universidade de Brasília, Faculdade de Comunicação, 2008. / Submitted by Kathryn Cardim Araujo (kathryn.cardim@gmail.com) on 2009-10-08T11:58:49Z
No. of bitstreams: 1
2008_ClaudioAgustoFerreira.pdf: 2087321 bytes, checksum: 24206a759c9dc4ac863997ceeef91f42 (MD5) / Approved for entry into archive by Luanna Maia(luanna@bce.unb.br) on 2009-10-09T13:56:51Z (GMT) No. of bitstreams: 1
2008_ClaudioAgustoFerreira.pdf: 2087321 bytes, checksum: 24206a759c9dc4ac863997ceeef91f42 (MD5) / Made available in DSpace on 2009-10-09T13:56:51Z (GMT). No. of bitstreams: 1
2008_ClaudioAgustoFerreira.pdf: 2087321 bytes, checksum: 24206a759c9dc4ac863997ceeef91f42 (MD5)
Previous issue date: 2008 / O presente trabalho tem o objetivo de explicar a dinâmica dos novos formatos e, particularmente, do gênero reality-show, nas principais emissoras de televisão aberta do país. Por meio da análise de dois programas, “Big Brother Brasil”, da Rede Globo e “O Aprendiz”, da Rede Record, busca-se apontar as estratégias utilizadas pelas emissoras com a intenção de atrair o público para o novo gênero e as referências selecionadas pela produção dos programas para facilitar a identificação do telespectador com o conteúdo dos produtos televisivos. Utilizando-se do suporte teórico dos estudos culturais, pretende-se detectar também que valores estão presentes no discurso dos apresentadores e dos participantes dos dois programas, assim como na narrativa audiovisual das duas produções. Ao levar em conta as características específicas dos dois reality-shows, programas adaptados no Brasil a partir de uma matriz estrangeira, a análise confronta o novo gênero com conceitos como hegemonia e globalização. ________________________________________________________________________________________________________________ ABSTRACT / The objective of this study is to explain the dynamics of new formats, particularly reality-shows, among main Brazilian open television channels. Through the analysis of Brazilian versions for reality-shows “Big Brother” (produced by Rede Globo Television) and “The Apprentice” (produced by Record Television), the study aims to identify the strategies used by TV channels to attract the audience for this new entertainment, as well as the references selected by producers in order to facilitate the identification of the audience with the contents of these TV productions. Based on theory of cultural studies, this study also intends to detect the values present in the speeches of presenters and participants of both productions, as well as in their audiovisual narrative. The analysis confronts this new TV format with concepts such as hegemony and globalization, considering the specific features of both reality-shows based on foreign productions, adapted for Brazilian audiences.
|
116 |
Finding an adequate escape pod to real time augmented reality applicationsMarcelo Xavier Natário Teixeira, João 31 January 2009 (has links)
Made available in DSpace on 2014-06-12T15:56:01Z (GMT). No. of bitstreams: 2
arquivo2386_1.pdf: 2486508 bytes, checksum: 840656846098d64ece51b53216ff079b (MD5)
license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5)
Previous issue date: 2009 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / Marcelo Xavier Natário Teixeira, João; Kelner, Judith. Finding an adequate escape pod to real time augmented reality applications. 2009. Dissertação (Mestrado). Programa de Pós-Graduação em Ciência da Computação, Universidade Federal de Pernambuco, Recife, 2009.
|
117 |
Modelling parallel and distributed virtual reality systems for performance analysis and comparisonBangay, Shaun Douglas January 1997 (has links)
Most Virtual Reality systems employ some form of parallel processing, making use of multiple processors which are often distributed over large areas geographically, and which communicate via various forms of message passing. The approaches to parallel decomposition differ for each system, as do the performance implications of each approach. Previous comparisons have only identified and categorized the different approaches. None have examined the performance issues involved in the different parallel decompositions. Performance measurement for a Virtual Reality system differs from that of other parallel systems in that some measure of the delays involved with the interaction of the separate components is required, in addition to the measure of the throughput of the system. Existing performance analysis approaches are typically not well suited to providing both these measures. This thesis describes the development of a performance analysis technique that is able to provide measures of both interaction latency and cycle time for a model of a Virtual Reality system. This technique allows performance measures to be generated as symbolic expressions describing the relationships between the delays in the model. It automatically generates constraint regions, specifying the values of the system parameters for which performance characteristics change. The performance analysis technique shows strong agreement with values measured from implementation of three common decomposition strategies on two message passing architectures. The technique is successfully applied to a range of parallel decomposition strategies found in Parallel and Distributed Virtual Reality systems. For each system, the primary decomposition techniques are isolated and analysed to determine their performance characteristics. This analysis allows a comparison of the various decomposition techniques, and in many cases reveals trends in their behaviour that would have gone unnoticed with alternative analysis techniques. The work described in this thesis supports the Performance Analysis and Comparison of Parallel and Distributed Virtual Reality systems. In addition it acts as a reference, describing the performance characteristics of decomposition strategies used in Virtual Reality systems.
|
118 |
Kombinierter Einsatz von Augmented Reality in virtuellen UmgebungenStelzer , Ralph, Saske , Bernhard, Steindecker, Erik 28 September 2017 (has links) (PDF)
Virtual Reality (VR) und Augmented Reality (AR) sind innovative Technologien, die in der modernen Entwicklung, Herstellung und Nutzung von Produkten zum Einsatz kommen. Bisher werden beide Technologien nicht gemeinsam genutzt, obwohl eine Kombination in bestimmten Fällen erhebliches Potenzial zur Kosteneinsparung besitzt. Die VR-Technologie wird vorrangig In der Produktentwicklung eingesetzt um Kosten für physische Prototypen einzusparen. Bei der Montage oder der Wartung komplexer Produkte hingegen kommt die AR-Technologie zum Einsatz. Dabei wird der Servicetechniker durch Arbeitsunterlagen, die über ein Display in sein Sichtfeld projiziert werden, bei seiner Tätigkeit unterstützt.
Um die Qualität der Arbeitsunterlagen für AR-Systeme schon während der Produktentwicklung zu sichern und einen Schulungsvorlauf beim Servicepersonal zu erreichen, ist die Evaluierung dieser Arbeitsunterlagen bereits am virtuellen Prototyp eines künftigen Produktes sinnvoll. Mit der Kombination von AR und VR Technologie in einem integrierten System sollen für diesen Ansatz die Voraussetzung geschaffen werden. Der Beitrag beschreibt die notwendigen Grundlagen und stellt die Entwicklung eines Systems vor, welches die Wahrnehmung von AR-Informationen am virtuellen Prototyp ermöglicht. Anhand eines gewählten Wartungsszenarios wird das notwendige Vorgehen zum Erstellen von virtuellen Prototyp und AR-Arbeitsunterlagen erläutert und Gestaltungsparameter beschrieben. Basierend auf diesem Szenario wird das entwickelte System in einer Benutzerstudie getestet und Vorschläge für die weitere Entwicklung abgeleitet.
|
119 |
Imaginary companions : phenomenology and the child's responseAshcroft, Catherine January 2002 (has links)
No description available.
|
120 |
Richard Wilbur's Poetry: a Celebration of RealitySage, Robert L. 01 1900 (has links)
The celebration of reality in Richard Wilbur's poetry has significant implications for contemporary literature and for contemporary man. In literature, his celebration of reality points to the way out of the mood of despair which has influenced much of literary thought in the twentieth century. For the individual, the celebration of reality encourages man to turn from self to an appreciation for reality which makes life worthwhile. This thesis will discuss the celebration of reality that is present in Wilbur's poetry.
|
Page generated in 0.139 seconds