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Desenvolvimento de aplicativo como objeto de aprendizagem: Atlas Virtual Interativo para o ensino da anatomia cabeça e pescoço direcionado à Odontopediatria / Development of an Application as a Learning Object: Virtual Interactive Atlas for Teaching the Anatomy of Head and Neck, aimed at Pediatric DentistrySilva, Luciano Augusto da 29 April 2016 (has links)
Este estudo investiga o uso e o desenvolvimento de objetos tecnológicos no aprendizado sobre anatomia humana, em específico, dos ossos que compõem a cabeça. Esta pesquisa tem por motivação determinar se a tecnologia facilita o aprendizado de um conteúdo que é principalmente visual. O uso e as aplicações de interfaces tecnológicas interativas e imersivas propiciam novas ferramentas de estudo para profissionais e alunos da área de saúde. Por meio destas, usuários podem contar com instrumentos de estudo interativos que oferecem ao usuário sensação de imersão e melhor compreensão do ambiente. Este trabalho, portanto, tem como foco o desenvolvimento de um atlas virtual interativo e tridimensional para o estudo da anatomia da cabeça e do pescoço. Por meio desse atlas, denominado Objeto de Aprendizagem (AO), alunos e profissionais da saúde podem estudar a anatomia da estrutura da cabeça e do pescoço por meio de uma ferramenta interativa dotada de recursos de animação, o que fornece ao usuário a sensação de imersão. / This study investigates the use and the development of technological objects in the learning process related to human anatomy, especially the bones that make up the head. This research is motivated by determining whether this technology facilitates the learning process of a mainly visual content. The use and the application of interactive and immersive technological interfaces provide new study tools for professionals and students of health. As a result, users can rely on interactive study tools that offer the user a sense of immersion and a better understanding of the environment. This paper therefore focuses on the development of an interactive three-dimensional virtual atlas in order to study the anatomy of the head and the neck. With this atlas called Object Learning (AO), students and health professionals can study the anatomy of the head structure and the neck by an interactive tool complemented with animated features, which gives the user a sense of immersion.
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Efficient Acoustic Simulation for Immersive Media and Digital FabricationLi, Dingzeyu January 2018 (has links)
Sound is a crucial part of our life. Well-designed acoustic behaviors can lead to significant improvement in both physical and virtual interactions. In computer graphics, most existing methods focused primarily on improving the accuracy. It remained underexplored on how to develop efficient acoustic simulation algorithms for interactive practical applications.
The challenges arise from the dilemma between expensive accurate simulations and fast feedback demanded by intuitive user interaction: traditional physics-based acoustic simulations are computationally expensive; yet, for end users to benefit from the simulations, it is crucial to give prompt feedback during interactions.
In this thesis, I investigate how to develop efficient acoustic simulations for real-world applications such as immersive media and digital fabrication. To address the above-mentioned challenges, I leverage precomputation and optimization to significantly improve the speed while preserving the accuracy of complex acoustic phenomena. This work discusses three efforts along this research direction: First, to ease sound designer's workflow, we developed a fast keypoint-based precomputation algorithm to enable interactive acoustic transfer values in virtual sound simulations. Second, for realistic audio editing in 360° videos, we proposed an inverse material optimization based on fast sound simulation and a hybrid ambisonic audio synthesis that exploits the directional isotropy in spatial audios. Third, we devised a modular approach to efficiently simulate and optimize fabrication-ready acoustic filters, achieving orders of magnitudes speedup while maintaining the simulation accuracy. Through this series of projects, I demonstrate a wide range of applications made possible by efficient acoustic simulations.
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A dynamic, distributive and heterogeneous authorization policy management framework. / CUHK electronic theses & dissertations collectionJanuary 2007 (has links)
Grid computing enables computers on different networks to share their resources in an organized way. Authorized users can deploy the resources as if they were in the same organization. This resource sharing environment is called a Virtual Organization (VOs). To enable an open Grid to support resource sharing between multiple heterogeneous VOs, an authorization policy management framework is required to support authorization for VOs using heterogeneous authorization systems. The challenges include dynamic Grid memberships, VO trust relationships, and heterogeneous authorization systems. / To solve these problems in a loose-coupling way, we propose a dynamic, distributive and heterogeneous authorization policy management framework. The framework is called Dynamic Policy Management Framework (DPMF). DPMF groups VOs of the same authorization systems to form a virtual cluster. Authorization policy management is divided into inter-cluster heterogeneous policy management, and intra-cluster homogeneous policy management. Inside a virtual cluster, the workloads of policy management can be distributed among the VOs according to their trust relationships. The Conflict Analysis with Partial Information (CAPI) mechanism is developed to make authorization decisions in open environments without complete policy information. A Heterogeneous Policy Management mechanism is developed for DPMF to support inter-cluster heterogeneous policy management. / Traditional authorization policy management frameworks work well in authorization for a single VO where the participating hosts agree to follow a global authorization system. However, they are not capable of authorization policy management for multiple VOs which deploys heterogeneous authorization systems. / Yu, Chiu Man. / "April 2007." / Adviser: Ng Kam Wing. / Source: Dissertation Abstracts International, Volume: 69-01, Section: B, page: 0447. / Thesis (Ph.D.)--Chinese University of Hong Kong, 2007. / Includes bibliographical references (p. 200-206). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Electronic reproduction. [Ann Arbor, MI] : ProQuest Information and Learning, [200-] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Abstracts in English and Chinese. / School code: 1307.
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Virtual path traffic management of cross-path switch. / CUHK electronic theses & dissertations collectionJanuary 1997 (has links)
by Cheuk-hung Lam. / Thesis (Ph.D.)--Chinese University of Hong Kong, 1997. / Includes bibliographical references (p. 120-[129]). / Electronic reproduction. Hong Kong : Chinese University of Hong Kong, [2012] System requirements: Adobe Acrobat Reader. Available via World Wide Web. / Mode of access: World Wide Web.
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Performance evaluation using multiple controllers with different flow setup modes in the software defined network architectureEl-Geder, Suad January 2017 (has links)
In this thesis, a scheme of using multiple controllers which handle multiple network devices has been proposed, while using OpenFlow controllers in the proactive operations paradigm, and this in order to face the problem of using a single controller in the SDN model, including the lack of reliability and scalability on such a model. The main characteristic of this new approach are focused on the ability to design a dynamic and highly programmable network, moving the intelligence from the underlying systems to the network itself through a controller. To evaluate the proper effects of this new approach, different dynamic and programmable networks that could simulate real scenarios and measure their performance contrasting the obtained results with the pragmatic theory has been implemented. The SDN (Software-Defined Network) controller (Open Daylight), has been utilized, and thoroughly examined. Different sort of nets has been worked out through diverse Open Daylight functionalities, either implementing the intelligence of the controller (bundle), or going through it by an outside intelligent application (External Orchestrator), and eventually sending it through Open Daylight (by making Open Daylight work as an interpreter/translator from its language to OpenFlow or another protocol language). Summing up, the scheme that has been proposed in this research which is the multiple-proactive mode approach and the single proactive controller has scored no packet loss at all, in which implies the strength of reliability of this scheme, while the multiple reactive mode approach has a range of 1-8% packet loss ratio and the single reactive mode approach has a range of 1-25% packet loss ratio. Also, in case of delay the improvement which was obtained from our approach scored an average reduction of 13% comparing with other tested schemes. Thus, these new and interesting technologies show an astonishing capability to add more efficiency in different types of Networks.
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Simulação de práticas clínicas em farmácia : desenvolvimento de estrutura e simulador de processo de cuidado à saúde / Practice clinical simulation in pharmacy : development of the structure and of the health care simulator processBarbosa, Ana Paula de Oliveira January 2015 (has links)
Objetivos: Descrever todo o processo de implantação dos laboratórios de prática de simulação farmacêutica e desenvolver e avaliar um simulador virtual de seguimento farmacoterapêutico adaptando o software SIACC. Métodos: Para a implantação dos laboratórios de prática foi realizado o planejamento da área física, incluindo o fluxo de atividades, identificados os materiais e equipamentos necessários a realização das práticas, os procedimentos que ali serão realizados, bem como a validação dos mesmos, por meio de desenvolvimento, avaliação de realização e correção de desenvolvido. Em relação ao simulador, a metodologia do estudo foi realizada em quatro fases: Fase de planejamento: a adaptação do SIACC para o ensino da prática farmacêutica; Fase de uso do simulador; Desempenho dos usuários; Fase de avaliação do simulador que foi realizada utilizando dois instrumentos de avaliação: ISO 9126 e as Dez Regras de Ouro para avaliação de software. A avaliação foi qualitativa e quantitativa. Na avaliação qualitativa, utilizou-se a Técnica do Grupo Nominal. Resultados: No que se refere a implantação dos laboratórios de prática de simulação, o estudo descreveu todas as etapas da implantação dos laboratórios de prática para a formação do profissional farmacêutico. A avaliação do software com base na ISO 9126 mostrou que não houve diferença estatísticas (p < 0,05) das dimensões avaliadas por dois grupos diferentes: estudantes e especialistas. Também não houve diferença estatística (p < 0,05) das dimensões avaliadas em relação a três grupos: os que não utilizam a informática na educação, os que utilizam apenas para fazer apresentação e os que utilizam mais de um recurso computacional na educação. Na avaliação com base nas Dez Regras de Ouro, apenas dois dos dez itens avaliados tiverem a média < 4 (média máxima: 5,0). Os resultados da avaliação qualitativa corroboraram com a avaliação quantitativa. Conclusões: Estes são os resultados da investigação destinada a desenvolver modelos para a aplicação de métodos de aprendizagem ativos usando novas tecnologias que se destina a ser implementado inicialmente na Escola de Farmácia da UFRGS. / Objectives: The aim was to describe the entire implantation process of the simulation practice laboratories and to develop and evaluate a virtual simulator for pharmacotherapeutic follow-up by adapting IASCC software. Methods: In order to set up the laboratories, the planning of the physical area was carried out to include the flow of activities and the materials and the equipment needed were identified. Also, the procedures that would be done were validated through development and evaluation of achievement and then correction was proposed. In relation to simulator, the methodological development study was conducted in four phases: Planning phase: the adaptation of SIACC for pharmaceutical practice teaching; A second phase using the simulator; and a third consisting of grading the performance of users; and finally, the evaluation of software using two instruments: ISO 9126 and the Ten Golden Rules. The assessment was qualitative and quantitative. In qualitative evaluation, was used the Nominal Group Technique. Results: Regarding the implantation of the simulation practice laboratories, the study described all steps needed to set up laboratories for the training of pharmacists. The evaluation based on the ISO 9126 showed that there was no statistical difference (p < 0.05) between the factors evaluated by two different groups: students and experts in this field. Also, there was no statistical difference (p < 0.05) among the factors evaluated by three groups: those who do not use information technology in education, those who use it only to make presentations and those who use more than one IT resource in education. In the evaluation based on the Ten Golden Rules, only two of the ten items evaluated had an average < 4.0 (maximum average: 5.0). The results of the qualitative evaluation corroborate the quantitative assessment. Conclusions: These are the results of the authors’ research aimed to develop models for the application of active learning methods using new technology to be initially implemented at UFRGS School of Pharmacy.
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Consumer behavior of tamagotchi keepers.January 1998 (has links)
by Cheung Suet-Yin Anita, Lo Chui-Yuk Michelle. / Thesis (M.B.A.)--Chinese University of Hong Kong, 1998. / Includes bibliographical references (leaf 59). / Questionnaire in Chinese. / ABSTRACT --- p.i / TABLE OF CONTENTS --- p.iii / LIST OF TABLES --- p.v / ACKNOWLEDGMENTS --- p.vi / Chapter / Chapter I. --- INTRODUCTION --- p.1 / Chapter II. --- LITERATURE REVIEW --- p.4 / Product Life Cycle --- p.4 / Motivation --- p.6 / Level of Involvement --- p.8 / Chapter III. --- METHODOLOGY --- p.10 / Management Objectives --- p.10 / Research Objectives --- p.10 / Research Design --- p.11 / Hypothesis Testing --- p.16 / Motivation --- p.16 / Level of Involvement --- p.17 / Miscellaneous --- p.17 / Data Collection Method --- p.19 / Sampling --- p.20 / Chapter IV. --- RESULTS --- p.22 / Findings of Focus Groups --- p.22 / Survey Sample --- p.25 / Motivation --- p.26 / Level of Involvement --- p.30 / Other Findings --- p.33 / Concept of Electronic Pets --- p.33 / The Liking for Keeping Pets --- p.33 / Duration of Nurturing a Tamagotchi --- p.34 / Habit of Buying Cartoon Character Merchandise --- p.35 / Chapter V. --- LIMITATIONS --- p.37 / Sampling Bias --- p.37 / Reliability --- p.37 / Validity --- p.39 / Chapter VI. --- CONCLUSIONS AND RECOMMENDATIONS --- p.40 / APPENDICES --- p.46 / BIBLIOGRAPHY --- p.59
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Efeito de um programa de reabilitação usando realidade virtual na função do membro superior em pacientes com acidente vascular cerebral / Effect of a virtual reality rehabilitation program on upper limb function in patients with strokeGonçalves, Maicon Gabriel [UNESP] 21 February 2017 (has links)
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Previous issue date: 2017-02-21 / Introdução: O Acidente Vascular Cerebral (AVC) é caracterizado como um déficit neurológico decorrente de uma lesão focal e aguda do sistema nervoso central. O AVC é a segunda causa de morte no Brasil e a principal causa de incapacidade crônica em adultos, gerando consequências sócio econômicas e redução da qualidade de vida, tornando um problema importante de saúde publica cada vez mais evidente a medida que a população vem envelhecendo. Afeta principalmente o membro superior e a realidade virtual (RV) vêm sendo desenvolvida com objetivo de restaurar a capacidade funcional dos indivíduos após AVC por ser uma intervenção fácil, interativa e de baixo custo. Alem de ser uma ferramenta promissora que induz a ativação cortical, mas não é estabelecida como esta ativação cortical aumentada pode auxiliar na função motora após o AVC. Objetivo: avaliar os efeitos da terapia por RV na função do membro superior na recuperação dos indivíduos após AVC e as características de neuroimagem na fase aguda como preditor de melhor resposta a essa terapia.Materiais e Método:Trata-se de um estudo clínico prospectivo para avaliar o efeito de um programa de terapia por realidade virtual em paciente com AVC, as características neurológicas iniciais foram coletadas por meio da Escala de AVC do NationalInstitutesof Health(NIHSS), Escala modificada de Rankin, Índice de Barthel e ScandinavianStrokeScale (SSS). As características funcionais do membro superior foram avaliadas por meio da Chedock-McMasterScale, teste de caixa e blocos e UpperLimb Motor AssessmentScale. A qualidade de vida será avaliada por meio da StrokeImpactScale (SIS 3.0).Foram utilizados os exames de tomografia computadorizada de alta resolução realizados durante o atendimento no Hospital das Clínicas da Faculdade de Medicina de Botucatu coletados na fase pós ictus nas tomografias de controle.Resultados: Foram estudados 18 pacientes (8 mulheres) com média de idade 55,5 ± 13,9 anos. Desses pacientes, 9 foram submetidos ao tratamento com reperfusão cerebral, sendo que 14 pacientes Resumo apresentaram déficit neurológico à direita. A independência funcional mostrou melhora após a intervenção (p=0,0001), as características funcionais e destreza do membro superior apresentaram melhora após intervenção (p= 0,0001), assim como a qualidade de vida dos pacientes (p=0,0001). O volume médio de lesões observadas entre os pacientes foi de 24172 ± 17302 mm3. A análise da relação entre estruturas observamos uma relação da substância branca com a funcionalidade e destreza no membro superior foi maior com a porção posterior cápsula interna. Conclusão:Com base nos resultados obtidos foi observado melhora significativa nas características clinicas e na função do membro superior, assim como melhora na percepção da qualidade de vida nos pacientes após AVC que realizaram RV.Os achados de neuroimagem mostraram que a RV atuou de forma positiva na função e destreza do membro superior, apresentando correlação com a substância branca, sendo que quanto maior a área lesionada pior o prognóstico motor dos indivíduos após AVC. / Introduction: Cerebral Vascular Accident (CVA) is characterized as a neurological deficit resulting from a focal and acute central nervous system injury. Stroke is the second leading cause of death in Brazil and the leading cause of chronic disability in adults, resulting in socioeconomic consequences and reduced quality of life, making a major public health problem increasingly evident as the population ages. Affects mainly the upper limb and virtual reality (VR) have been developed with the objective of restoring the functional capacity of individuals after stroke because it is an easy, interactive and low cost intervention. In addition to being a promising tool that induces cortical activation, but it is not established how this increased cortical activation may aid in motor function after stroke. Objective: to evaluate the effects of VR therapy on upper limb function in the recovery of individuals after stroke And neuroimaging characteristics in the acute phase as a predictor of better response to this therapy. Materials and Method: This is a prospective clinical study to evaluate the effect of a virtual reality therapy program on stroke patient, initial neurological characteristics Were collected through the NationalInstitutes of Health (NIHSS) Stroke Scale, Rankin Modified Scale, Barthel Index and ScandinavianStrokeScale (SSS). The functional characteristics of the upper limb were evaluated by means of the Chedock-McMasterScale, carton and block test and UpperLimb Motor AssessmentScale. Quality of life will be evaluated through StrokeImpactScale (SIS 3.0). High resolution computed tomography (CT) examinations were performed during the care at the Hospital das Clínicas of Botucatu Medical School, collected in the post-stroke phase on the control tomography. Results: We studied 18 patients (8 women) with mean age 55.5 ± 13.9 years. Of these patients, 9 were submitted to treatment with cerebral reperfusion, and 14 patients presented right neurological deficit. Functional independence showed improvement after intervention (p = 0.0001), functional characteristics and dexterity of the upper limb showed improvement after intervention (p = 0.0001), as well as patients' quality of life (p = 0.0001 ). The Abstract mean volume of lesions observed among the patients was 24172 ± 17302 mm3. The analysis of the relationship between structures we observed a relationship of white matter with functionality and dexterity in the upper limb was greater with the posterior portion internal capsule. Conclusion: On the basis of the results obtained, a significant improvement in the clinical characteristics and function of the upper limb was observed, as well as an improvement in the perception of the quality of life in patients after stroke who performed RV. The neuroimaging findings showed that the RV acted positively In the function and dexterity of the upper limb, presenting a correlation with the white matter, and the higher the lesion area the worse the motor prognosis of the individuals after stroke.
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Design de produtos virtuais e transdisciplinaridade : cibercepção e construção de objetos em Second Life : um estudo acerca do design de relações /Desidério, David Lucas. January 2010 (has links)
Orientador: Dorival Campos Rossi / Banca: Olimpio José Pinheiro / Banca: Ivan Amaral Guerrini / Resumo: O presente trabalho versa acerca de outras formas de compreensão do design, dos projetos, processo e produtos como sendo virtuai e conforme uma abordagem transciplinar. É por meio do design de relações que se articulam as interfaces entre o design e as diversas disciplinas ou áreas do conhecimento de modo a se obter um design transdiciplinar ou transdesign. Destarte os produtos se configuram como não coisas ou não objetos virtuais, desde que a física quântica demonstrou a propriedade ondulatória da matéria e suas transformação em energia por meio da equação einsteiniana da mecânica relativística. A característica virtual ou rizomática dos objetos e produtos pode ser acessada, principalmente pelas suas atualizações digitais: as redes telemáticas, a Internet, o ciberespaço, a realidade virtual e o metaverso. O Second Life sendo um metaverso foi a plataforma escolhida para a construção de objetos e produtos virtuais, nos quais o design de relações (ou design virtual) articula ciências, filosofias, religiões, artes, tecnologias em arquitetura virtual, enfraquecendo os limites e barreiras disciplinares. A cibercepção (proposta por Roy Ascott) surge como elemento de sensibilidade no ato da criação com a utilização das ferramentas tecnológicas e telemáticas; sensibilidade esta que se expande ao nível psíquico da consciência do ser. Desta forma, podem-se estabelecer relações entre as ciências do psiquismo (as áreas psicológica e parapsicológica) e os meios de operação do metaverso (parte teórico-bibliográfica). Os objetivos deste trabalho são relacionar o Second Life com fenomenologia anômala (parapsicológica ou PSI); verificar se a teoria de Roy Ascott (ciberespaço) pode ou não ser corroborada a partir dessas relações e arquitetar um ambiente (não espaço) de interações virtuais para o grupo "Projetos Integrados de Pesquisa Online"-PIPOL, ... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The present work approaches on other manners to comprehend design, projects, process and products as being virtual and as a transdisciplinar view. It is through the relationship design that it articulates the interfaces between the design and the various disciplines or areas of knowledge in order to obtain a transdicplinar design or transdesign. Thus products become non-things or virtual non-objects, since quantum physics demonstrated the wave property of matter and its transformations into energy through the Einstein's relativistic mechanic equation. The virtual or rhizomatic feature of objects and products can be accessed, mainly by its digital actualizations: the telematic networks, the Internet, the cyberspace, the Virtual Reality and the metaverse. Second Life as a metaverse, was the platform chosen for the construction of objects and virtual products, in which Relationship Design (or Virtual Design) articulates sciences, philosophies, religions, arts, technologies into virtual architecture, weakening the disciplinary edges or barriers. Cyberception (proposed by Roy Ascott) arises as sensibility in the act of creation with the useof technologic and telematic tools; this sensibility expands to the psychic level of the Being's Consciousness. In this way one can stablish relationships between psychi sciences (in the psychologic and parapsychologic fields) and the modus operandi of the metaverse (theoretical-bibliographic part). The objectives of this work are to relate Second Life with the anomalous phenomenology (parapsychologic or PSI); to verify if Roy Ascott's theory (Cyberception) can or cannot be corroborated with those relations; and to architect na environment (non space) of virtual interactions for the group "Online Integrated Research Projects" - PIPOL, inside the Second Life Metaverse, based on the Virtual Architecture theory to build and present virtual products as ... (Complete abstract click electronic access below) / Mestre
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Automatiserad 5D-projekteringHolmberg, Anton January 2016 (has links)
Low productivity and high costs have led to an increased interest for industrialized construction methods in Sweden. Several new construction systems have been developed to increase productivity and contribute to a more efficient construction process. Virtual Design and Construction is another term for efficient management of “design-construction projects, including the product (i.e., facilities), work processes and organization of the design - construction - operation team in order to support explicit and public business objectives” (CIFE, Stanford). By streamlining all these areas a cost-effective building process can be achieved. VeidekkeMAX, an open building system that has its roots in the Virtual Design and Construction, has been developed with a focus to increase productivity and be the most cost effective option while the keeping the flexibility in the design of various building components. This thesis has studied the repetitive construction process of the structural system of VeidekkeMax buildings. Vico Office have been used to automate the 5D planning of the construction process of the structural system. A reference project of a VeidekkeMAX building has been used as a basis for the development by comparisons and identifying similarities and differences with the project. The proposed method is based on the definition of a reference file in Vico Office that is supported by information and connecting structures from other software for the 5D design work process. In order to create a reliable procedure it must be designed with the knowledge of how the information is interpreted by different users. In addition the building parts need to be predefined and supplied with the correct specification id, a cost and activity recipe and be connected to a particular work process in the production schedule.
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