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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

Training in a Modern Age

January 2019 (has links)
abstract: This study was undertaken to ascertain to what degree, if any, virtual reality training was superior to monitor based training. By analyzing the results in a 2x3 ANOVA it was found that little difference in training resulted from using virtual reality or monitor interaction to facilitate training. The data did suggest that training involving rich textured environments might be more beneficial under virtual reality conditions, however nothing significant was found in the analysis. It might be possible that significance could be obtained by comparing a virtual reality set-up with higher fidelity to a monitor trial. / Dissertation/Thesis / Masters Thesis Engineering 2019
312

Urbanismo e espaços virtuais : divulgação e discussão na comunidade

Miranda, José Carlos Guedes dos Prazeres January 1999 (has links)
Tese de mestrado. Engenharia Elecrotécnica e de Computadores. Faculdade de Engenharia. Universidade do Porto. 1999
313

A Linguistic Characterisation of Design in Text-Based Virtual Worlds

Cicognani, Anna January 1998 (has links)
In this research, it is suggested that design in text-based virtual worlds can be identified as a series of interactions between users and the virtual environment, and that these interactions for design can be approached using a linguistic perspective. The main assumption of this research is that a parallel can be drawn between the performance of design commands, and the one of speech acts in the physical world. Design in text-based virtual environments can then be articulated using a restricted set of speech acts, as design commands. Virtual worlds, represented as spaces, can be constructed following an architectural design metaphor. This metaphor provides a framework for the organisation of virtual entity relationships, and for the choice of words used to design. A linguistic characterisation is presented, by means of design activities, prototypes and scenarios, which derive from the architectural design metaphor. The characterisation of design is then validated by the analysis of an existing text-based virtual world.
314

Patterns of Virtual Collaboration

January 2003 (has links)
Virtual collaboration-the act of working together across boundaries of space, time, and organization, aided by technology-has become increasingly commonplace in recent years. Doing so, however, presents a number of challenges to those involved. One of these is that because of a lack of experience in collaborating through computer-based collaboration systems, there is little knowledge on how to carry out collaboration virtually. Another is that it is not easy for those not directly involved in the collaboration to know what is, and has been, 'going on' during virtual collaboration. This thesis suggests that both of these challenges can be addressed with the same approach, namely by referring to observations of virtual collaboration. The problem then is how such observations of virtual collaboration can be obtained without requiring those involved in it to document their own actions. To address this problem is the objective of this thesis. The approach proposed here involves three elements: firstly, the collection of data about virtual collaboration; secondly, the modeling of this data; and thirdly, the derivation of increasingly abstract, larger-scale representations of virtual collaboration from this data. These representations are termed patterns of virtual collaboration, which are abstract descriptions of activities of virtual collaboration. A multi-layered conceptual model of information, the Information Pyramid of Virtual Collaboration, is proposed, providing different views of information related to virtual collaboration, at different levels of abstraction. The thesis then suggests how from a given body of data, patterns of virtual collaboration at a corresponding level of the Information Pyramid can be extracted, and how from collections of such patterns more abstract patterns of larger-scale activity can be derived, providing the observations of virtual collaboration sought. In considering how the extraction of patterns of virtual collaboration fits into the larger context of the conception, design, and use of collaboration systems, a Framework for Pattern Extraction and Feedback is proposed. This framework introduces the notion of collaboration memory, a type of organizational memory that contains records of collaborative activity. Moreover, the framework suggests how extracted patterns of virtual collaboration feed back into both ongoing development and use of collaboration systems. Finally, the modeling and extraction of patterns of virtual collaboration is illustrated in a case study involving the LIVENET collaboration system.
315

The development of virtual libraries in Commonwealth libraries in Australia

Magnussen, Amanda, n/a January 2002 (has links)
This research examines the development of virtual libraries in Commonwealth libraries in Australia in 1998-1999. The background to the study lies in some of the current issues in the information sector, and government responses to those issues. The study begins by considering the nature of the Australian Commonwealth Government, reviewing what government libraries are and whom they serve, and examining the future trends expected to affect Commonwealth libraries. The current state of virtual library research is then reviewed, and the need for research in the Commonwealth library sector examined. The author reviews the virtual library concept as expressed in the literature in the field, determines what a virtual library is, and gives consideration to why virtual libraries are being developed. The issues that affect and are affected by virtual library development are then examined. Based on this, a model of virtual libraries is formulated, along with a brief consideration of the possible application, importance and problems associated with each element of the model. The research design and methods that were used to gather information for this study are then outlined, along with the inherent limitations of the research model. Following this, the findings from a survey of virtual library development in Commonwealth libraries are discussed. The author then conducts some analysis of these responses, and makes comparisons between different Commonwealth library responses, as well as comparisons with virtual library studies conducted in American and Australian academic libraries. The research concludes by attempting to reach some conclusions about Commonwealth virtual library development and the validity of the proposed model of virtual libraries. Flowing from this, recommendations are made for further research in this field.
316

How Deep Does the Rabbithole Go? An Analysis of the Structure and Evolution of Virtual Communities

Södergren, Sara January 2007 (has links)
<p>This paper gives an account of a study regarding virtual communities, and tries to answer the question of which aspects that contribute towards the growth and success of a community. The purpose of the study has been twofold: to survey and identify factors that are important for the success of a virtual community; and to investigate whether there are differences in the views of success factors between leaders and members in a virtual community. The study is based upon a theoretical framework which gives a definition of the term virtual community, and how experts suggest these congregations are built. In the study is also included an extensive case study of two virtual communities. Finally, a discussion is made regarding the results of the study, and it is concluded that factors such as purpose, policies, trust, feedback and leaders are heavily contributing towards the success of virtual communities.</p>
317

Intent driven interaction in immersive virtual environments /

Frees, Scott, January 2006 (has links)
Thesis (Ph. D.)--Lehigh University, 2006. / Includes vita. Includes bibliographical references (leaves 244-252).
318

How does Head Mounted Displays affect users' expressed sense of in-game enjoyment

Mattiasson, Jesper, Lu, Dongsheng January 2013 (has links)
In recent years, the rapid development of new head-mounted display technology (HMDs) for gaming provides usage opportunities for the mass market. A kickstarter project initiated by a well-known HMD developer Oculus Rift inspired our study. The main purpose of this study was to find out how a HMD will affect user’s expressed level of enjoyment. The method utilized in this study was a quantitative research method based on a research experiment. The thesis reports on a comparative study, in which the same game is played both with and without a HMD. Based on the analysis of our collected data, the results showed that playing games with a HMD does really give a boost in user’s enjoyment level. This may seem as a reasonable conclusion because the HMDs can provide the user with a more realistic and completely immersive in-game environment. Unfortunately there were some limitations in our study, one of the most crucial one was that the hardware was outdated, which significantly affected the reliability of the test results. For future prospects, it is recommended to use a more modern setup to acquire more reliable results, as well as optimizing the experience for the users.
319

Neural Correlates of Driving in a Virtual Reality Environment

Kan, Karen 06 January 2011 (has links)
Driving is a cognitively complex task, yet the areas of the brain involved in driving are not well understood. This thesis investigates the neural correlates of driving using functional magnetic resonance imaging and driving simulations with custom built driving hardware (steering wheel and foot pedals). The feasibility of driving in fMRI is first investigated, and a methodology is described to minimize head motions. Next, the functional neuroanatomical correlates of driving tasks of varying complexity are explored. Simple tasks such as straight driving activate areas of the brain related to motion, spatial navigation and coordination. Complex tasks are found to recruit additional areas of the brain, including areas of higher cognitive function such as the prefrontal cortex. Developing a better understanding of the areas involved in different driving tasks is an important first step in understanding the neural basis of driving skill and safe driving.
320

Neural Correlates of Driving in a Virtual Reality Environment

Kan, Karen 06 January 2011 (has links)
Driving is a cognitively complex task, yet the areas of the brain involved in driving are not well understood. This thesis investigates the neural correlates of driving using functional magnetic resonance imaging and driving simulations with custom built driving hardware (steering wheel and foot pedals). The feasibility of driving in fMRI is first investigated, and a methodology is described to minimize head motions. Next, the functional neuroanatomical correlates of driving tasks of varying complexity are explored. Simple tasks such as straight driving activate areas of the brain related to motion, spatial navigation and coordination. Complex tasks are found to recruit additional areas of the brain, including areas of higher cognitive function such as the prefrontal cortex. Developing a better understanding of the areas involved in different driving tasks is an important first step in understanding the neural basis of driving skill and safe driving.

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