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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.
521

A LABVIEW-BASED CHANNEL ERROR SIMULATOR

Horan, Stephen 10 1900 (has links)
International Telemetering Conference Proceedings / October 25-28, 1999 / Riviera Hotel and Convention Center, Las Vegas, Nevada / A PC-based space channel error simulator that includes differing forward and return data links, independent statistical characterization of the data links, and link propagation delay has been developed. The LabVIEW programming language has been used to configure this containing all of the error generation and processing in software. The simulator is used for testing networking protocols in a simulated space channel environment and can be used for other types of channels as well. This paper describes the design goals, hardware configuration, software, and testing of the simulator. This technique allows for rapid development and validation of the simulator.
522

Upplevelser av samarbete, sammanhållning, förtroende och kollegialt stöd i en statlig myndighets virtuella team: En kvalitativ intervjustudie / The experience of co-operation, belonging, confidence and support in the virtual team of a state-run organisation: a qualitative interview study

Persson, Andreas, Björkman, Filicia January 2016 (has links)
Studiens syfte var att undersöka individens upplevelse gällande samarbete, gruppsammanhållning, förtroende och kollegialt stöd i ett virtuellt team i jämförelse med ett traditionellt team. Studien genomfördes på en rikstäckande myndighet som arbetat med virtuella team i tio år. I studien deltog sju intervjupersoner varav fyra personer var män och tre personer kvinnor som valdes ut genom ett målstyrt urval. Personerna var mellan 28 och 62 år gamla och hade haft en anställning inom vald organisation under minst två år. Personerna ingick i samma team men hade olika platsbundenheter. Data samlades in genom semi-strukturerade intervjuer och analyserades med hjälp av en kvalitativ innehållsanalys. Resultatet bekräftade tidigare teori om utmaningar i utvecklande av samarbete, gruppsammanhållning, förtroende och kollegialt stöd inom virtuella team. Intervjupersonerna upplevde ett starkare samarbete, gruppsammanhållning, förtroende och kollegialt stöd för de kollegor som var samplacerade och såg därmed ingen nytta av det virtuella teamet.
523

Effective management of a virtual workforce

Van der Merwe, I. N. 31 August 2007 (has links)
The problem is that traditional jobs have been office-based, with close supervision. In the Virtual Office (VO) situation managers have a resistance towards the managing of the workforce because they do not know how to manage virtual workers off-site, workers that they cannot see. They feel that managing virtual workers off-site places a huge burden on them. The biggest difference is the shift in management style from direct control to management of results. The biggest challenge for most organisations is to manage the workforce of the VO. The objectives of this research project are to determine how managers can manage a virtual workforce, improve communication and control the workforce. Comprehensive research has been done on the topic VO that includes articles from magazines, newspapers, Internet and textbooks. As sufficient reference resources are not available in South Africa the research was especially based on USA reference resources, due to the reported successful implementation of Virtual Offices in that country. Managers can effective management a virtual workforce by making use of MBO and not by monitoring activities. They can improve communication with the workforce by staying connected and they can control the workforce through feedback and support. This research has proved that the paradigm shift in the corporate world of work, any time, anywhere, in real space or in cyberspace is here to stay. Virtual workers and managers working away from the office is now a reality, and will become more common in the future. Companies who wait for the future to allow the VO to effectively take shape may find themselves at a competitive disadvantage. Now is the time for companies to create the conditions for the VO to emerge. / Business Management / M. Tech. (Business Administration)
524

The Effects of Experience and Familiarity on Performance in Virtual Environments

Perrone, Paul 01 January 2016 (has links)
League of Legends is one of the most played video games in the world with millions of hours played each year. I examine if both a player’s experience and level of familiarity with teammates within the League of Legends virtual environment have significant relationships with individual performance. Utilizing regression analysis I have concluded that individual experience does not have a statistically significant effect on individual performance and that individual familiarity has a statistically significant negative effect on individual performance.
525

An exploration of effective leadership practice in virtual teams

Marshall, Steven John 12 1900 (has links)
Thesis (MBA)--Stellenbosch University, 2014. / ENGLISH ABSTRACT: As organisations expand internationally and continue to conduct business across different time zones and geographical boundaries, distributed project and organisational teams have become increasingly prevalent. Rather than meet face-to-face, developments in information and communication technology have made it possible for these team members to interact electronically thereby creating an alternative means for team member collaboration. Teams that collaborate in this manner are called virtual teams. This study explored effective leadership practice in virtual teams. The process of exploration started with discovering those core competencies considered essential to virtual team leadership. These competencies were then operationalised and tested for their respective contributions to effectiveness in virtual teams as measured by team performance and personal satisfaction. It was suggested and subsequently confirmed by the results of this study that as virtual team leaders begin to display essential leadership competencies, the virtual teams they lead become more effective. Four leadership competencies were identified as integral to effective leadership practice. These were: an ability to coordinate task delivery, an ability to communicate, an ability to build trust and an ability to manage multicultural diversity. In addition, it was determined that virtual team leaders tended to emphasise the more transactional forms of leadership over the more transformational forms with the strongest emphasis on task and communication as predictors of performance rather than satisfaction. In contrast, team members emphasised the more transformational forms of leadership with the strongest emphasis on trust and diversity management as predictors of satisfaction rather than performance. It was also apparent that for team members, task coordination was weakly correlated with performance. These differing results illustrate a distinction in leadership emphasis, which if misunderstood or incorrectly managed, could lead to conflict and low levels of team trust. For team leaders, a desire to perform and deliver against team objectives has an associated risk of inadvertently emphasising task at the expense of fostering healthy team relationships. By comparison, team members emphasise personal satisfaction over performance and are potentially at odds with a strongly taskorientated team leader. This does not mean that team members are disinterested in team performance. On the contrary, performance is important to team members but it would seem that performance follows as a result of first experiencing satisfaction as a virtual team participant.
526

Adaptive network traffic management for multi user virtual environments

Oliver, Iain Angus January 2011 (has links)
Multi User Virtual Environments (MUVE) are a new class of Internet application with a significant user base. This thesis adds to our understanding of how MUVE network traffic fits into the mix of Internet traffic, and how this relates to the application's needs. MUVEs differ from established Internet traffic types in their requirements from the network. They differ from traditional data traffic in that they have soft real-time constraints, from game traffic in that their bandwidth requirements are higher, and from audio and video streaming traffic in that their data streams can be decomposed into elements that require different qualities of service. This work shows how real-time adaptive measurement based congestion control can be applied to MUVE streams so that they can be made more responsive to changes in network conditions than other real-time traffic and existing MUVE clients. It is shown that a combination of adaptive congestion control and differential Quality of Service (QoS) can increase the range of conditions under which MUVEs both get sufficient bandwidth and are Transport Control Protocol (TCP) fair. The design, implementation and evaluation of an adaptive traffic management system is described. The system has been implemented in a modified client, which allows the MUVE to be made TCP fair without changing the server.
527

E-AI : an emotion architecture for agents in games & virtual worlds

Slater, Stuart January 2010 (has links)
Characters in games and virtual worlds continue to gain improvements in both their visual appearance and more human-like behaviours with each successive generation of hardware. One area that seemingly would need to be addressed if this evolution in human-like characters is to continue is in the area of characters with emotions. To begin addressing this, the thesis focuses on answering the question “Can an emotional architecture be developed for characters in games and virtual worlds, that is built upon a foundation of formal psychology? Therefore a primary goal of the research was to both review and consolidate a range of background material based on the psychology of emotions to provide a cohesive foundation on which to base any subsequent work. Once this review was completed, a range of supplemental material was investigated including computational models of emotions, current implementations of emotions in games and virtual worlds, machine learning techniques suitable for implementing aspects of emotions in characters in virtual world, believability and the role of emotions, and finally a discussion of interactive characters in the form of chat bots and non-player characters. With these reviews completed, a synthesis of the research resulted in the defining of an emotion architecture for use with pre-existing agent behaviour systems, and a range of evaluation techniques applicable to agents with emotions. To support validation of the proposed architecture three case studies were conducted that involved applying the architecture to three very different software platforms featuring agents. The first was applying the architecture to combat bots in Quake 3, the second to a chat bot in the virtual world Second Life, and the third was to a web chat bot used for e-commerce, specifically dealing with question and answers about the companies services. The three case studies were supported with several small pilot evaluations that were intended to look at different aspects of the implemented architecture including; (1) Whether or not users noticed the emotional enhancements. Which in the two small pilot studies conducted, highlighted that the addition of emotions to characters seemed to affect the user experience when the encounter was more interactive such as in the Second Life implementation. Where the interaction occurred in a combat situation with enemies with short life spans, the user experience seemed to be greatly reduced. (2) An evaluation was conducted on how the combat effectiveness of combat bots was affected by the addition of emotions, and in this pilot study it was found that the combat effectiveness was not quite statistically reduced, even when the bots were running away when afraid, or attacking when angry even if close to death. In summary, an architecture grounded in formal psychology is presented that is suitable for interactive characters in games and virtual worlds, but not perhaps ideal for applications where user interaction is brief such as in fast paced combat situations. This architecture has been partially validated through three case studies and includes suggestions for further work especially in the mapping of secondary emotions, the emotional significance of conversations, and the need to conduct further evaluations based on the pilot studies.
528

Building panoramas from photographs taken with a hand-held camera

Chen, Hui, 陳輝 January 2002 (has links)
published_or_final_version / Computer Science and Information Systems / Doctoral / Doctor of Philosophy
529

Shadow computation for 3D interaction and animation

Chrysanthou, Yiorgos January 1996 (has links)
No description available.
530

Food safety training : a model HACCP instructional technique

Georgakopoulos, Vassilis January 2000 (has links)
No description available.

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