Auswahl der wissenschaftlichen Literatur zum Thema „Shared virtual environments“

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Zeitschriftenartikel zum Thema "Shared virtual environments"

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Oliveira, Manuel, Joel Jordan, Joao Pereira, Joaquim Jorge, and Anthony Steed. "Analysis Domain Model for Shared Virtual Environments." International Journal of Virtual Reality 8, no. 4 (January 1, 2009): 1–30. http://dx.doi.org/10.20870/ijvr.2009.8.4.2745.

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The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual envir
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Durlach, Nat, and Mel Slater. "Presence in Shared Virtual Environments and Virtual Togetherness." Presence: Teleoperators and Virtual Environments 9, no. 2 (April 2000): 214–17. http://dx.doi.org/10.1162/105474600566736.

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This Forum article discusses the relationships among people, their avatars, and their virtual environment workstations in a shared virtual environment. It introduces the notion of togetherness, the sense of people being together in a shared space, which is the counterpart for shared VEs to the presence of an individual in a VE. The role of tactual communication is emphasized as being fundamental to togetherness.
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Amselem, Denis. "A Window on Shared Virtual Environments." Presence: Teleoperators and Virtual Environments 4, no. 2 (January 1995): 130–45. http://dx.doi.org/10.1162/pres.1995.4.2.130.

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This paper presents the architecture of a multiuser distributed virtual environment (VE) software system currently used in the Virtual Perception Laboratory at the SRI International. It shows how the Linda parallel language helped in the realization of that system. An unusual interface used to fly through this shared VE is also presented: a hand-held display (HHD).
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Buttolo, Pietro, Roberto Oboe, and Blake Hannaford. "Architectures for shared haptic virtual environments." Computers & Graphics 21, no. 4 (July 1997): 421–29. http://dx.doi.org/10.1016/s0097-8493(97)00019-8.

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Waters, R. C., and J. W. Barrus. "The rise of shared virtual environments." IEEE Spectrum 34, no. 3 (March 1997): 20–25. http://dx.doi.org/10.1109/6.576004.

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Liarokapis, Fotis, and Eike Falk Anderson. "Collaborating and Learning in Shared Virtual Environments." IEEE Computer Graphics and Applications 40, no. 5 (September 1, 2020): 8–9. http://dx.doi.org/10.1109/mcg.2020.3015412.

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Ruth, P., X. Jiang, D. Xu, and S. Goasguen. "Virtual distributed environments in a shared infrastructure." Computer 38, no. 5 (May 2005): 63–69. http://dx.doi.org/10.1109/mc.2005.175.

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Schroeder, Ralph. "Being There Together and the Future of Connected Presence." Presence: Teleoperators and Virtual Environments 15, no. 4 (August 1, 2006): 438–54. http://dx.doi.org/10.1162/pres.15.4.438.

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Research on virtual environments has provided insights into the experience of presence (or being there) and copresence (being there together). Several dimensions of this experience, including the realism of the environment and of the avatar embodiment, have been investigated. At the same time, research on a number of new media has begun to use concepts that are similar to copresence—such as mutual awareness, connected presence, and engagement. Since digital environments can be reconfigured and combined easily, and since an increasing number of such environments are used to connect people in th
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Hudák, Marián, Štefan Korečko, and Branislav Sobota. "LIRKIS Global Collaborative Virtual Environments: Current State and Utilization Perspective." Open Computer Science 11, no. 1 (December 17, 2020): 99–106. http://dx.doi.org/10.1515/comp-2020-0124.

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AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, suc
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Reeve, Carlton. "Presence in Virtual Theater." Presence: Teleoperators and Virtual Environments 9, no. 2 (April 2000): 209–13. http://dx.doi.org/10.1162/105474600566727.

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Using empirical data, this research suggests that key features of a typical theatrical rehearsal process can significantly improve the sense of presence for participants within a shared virtual environment. Research of shared virtual environments (VEs) for the production of theater shows suggests that theater applications have specific requirements for presence. These can be summarized as characterization, repetition, and group dynamic, while the level of presence is dependent on the actor-avatar, actor-space, and actor-actor relationships.
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Dissertationen zum Thema "Shared virtual environments"

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Kotziampasis, Ioannis. "Seamlessly integrated distributed shared virtual environments." Thesis, University of Bristol, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.396710.

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Godfrey, Andrew. "Distributed shared memory for virtual environments." Master's thesis, University of Cape Town, 1997. http://hdl.handle.net/11427/9516.

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Bibliography: leaves 71-77.<br>This work investigated making virtual environments easier to program, by designing a suitable distributed shared memory system. To be usable, the system must keep latency to a minimum, as virtual environments are very sensitive to it. The resulting design is push-based and non-consistent. Another requirement is that the system should be scaleable, over large distances and over large numbers of participants. The latter is hard to achieve with current network protocols, and a proposal was made for a more scaleable multicast addressing system than is used in the Int
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Hamza-Lup, Felix George. "DYNAMIC SHARED STATE MAINTENANCE IN DISTRIBUTED VIRTUAL ENVIRONMENTS." Doctoral diss., University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4407.

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Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. In a distributed interactive VE the dynamic shared state represents the changing information that multiple machines must maintain about the shared virtual components. One of the challenges in such environments is maintaining a consistent view of the dynamic
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Walch, Jamie Peter. "Interaction management in large-scale shared virtual environments." Thesis, University of Cambridge, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616211.

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Sankaranarayanan, Ganesh. "Virtual coupling schemes for position coherency in networked haptic virtual environments /." Thesis, Connect to this title online; UW restricted, 2007. http://hdl.handle.net/1773/5929.

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Wolff, Robin. "Supporting closely coupled collaboration around shared objects in immersive virtual environments." Thesis, University of Salford, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492406.

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Tele-collaboration technology, such as video-conferencing and shared desktop systems, is commonly used to enable communication and data sharing across a group of people in distant locations. This thesis argues that, as of today, linking immersive Virtual Reality (VR) interfaces over a Collaborative Virtual Environment (CVE) provides the closest resemblance of co-location, as remote people and shared objects are brought together within a shared spatial and social context.
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Lin, Jeng-Weei James. "Enhancement of user-experiences in immersive virtual environments that employ wide-field displays /." Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/10680.

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Kim, Young Jun. "An integrated approach to combine computer-based training (CBT) and immersive training (ImT) for mechanical assembly." Online access for everyone, 2007. http://www.dissertations.wsu.edu/Dissertations/Spring2007/y_kim_050207.pdf.

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Feliciano, Clayton Mendonça. "Ambientes de realidade virtual: novas possibilidades." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21116.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-06-06T12:06:38Z No. of bitstreams: 1 Clayton Mendonça Feliciano.pdf: 2611426 bytes, checksum: a439000bde04e6b90b53d641f6aba297 (MD5)<br>Made available in DSpace on 2018-06-06T12:06:38Z (GMT). No. of bitstreams: 1 Clayton Mendonça Feliciano.pdf: 2611426 bytes, checksum: a439000bde04e6b90b53d641f6aba297 (MD5) Previous issue date: 2018-03-21<br>Virtual reality (VR) and the forms of interactions with this environment have evolved and advanced a great deal in recent decades. Parallel to the advance of the creation and modeling of three
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Chang, Francis. "Towards Constructing Interactive Virtual Worlds." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.

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Networked virtual reality environments including virtual worlds devoted to entertainment, online socializing and remote collaboration have grown in popularity with the rise of commercially available consumer graphics hardware and the growing ubiquity of the Internet. These virtual worlds are typified by a persistent simulated three-dimensional space that communicates over a computer network, where users interact with the environment and each other through digital avatars. Development of these virtual worlds challenges the limits of the networking infrastructure, 3D streaming graphics technique
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Bücher zum Thema "Shared virtual environments"

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Cudworth, Ann Latham. Virtual world design: Creating immersive virtual environments. Boca Raton: CRC Press, Taylor & Francis, 2014.

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Çapin, Tolga K. Avatars in networked virtual environments. Chichester: Wiley, 1999.

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Vincenti, Giovanni. Multi-user virtual environments for the classroom: Practical approaches. Hershey PA: Information Science Reference, 2011.

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Ferdig, Richard E. Interdisciplinary advancements in gaming, simulations and virtual environments. Hershey, PA: Information Science Reference, 2012.

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Ralph, Schroeder, ed. The social life of Avatars: Presence and interaction in shared virtual environments. London: Springer, 2002.

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Vincenti, Giovanni. Multi-user virtual environments for the classroom: Practical approaches to teaching in virtual worlds. Hershey PA: Information Science Reference, 2011.

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Vincenti, Giovanni. Multi-user virtual environments for the classroom: Practical approaches to teaching in virtual worlds. Hershey PA: Information Science Reference, 2011.

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Guest, Tim. Second Lives. New York: Random House Publishing Group, 2008.

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John, Redmond. MUDe. Manchester: Carcanet, 2008.

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Johnson, Phylis. Second Life, media, and the other society. New York: P. Lang, 2010.

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Buchteile zum Thema "Shared virtual environments"

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Smith, Randall B., Ronald Hixon, and Bernard Horan. "Supporting Flexible Roles in a Shared Space." In Collaborative Virtual Environments, 160–76. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0685-2_9.

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Büscher, Monika, Jon O’Brien, Tom Rodden, and Jonathan Trevor. "“He’s Behind You”: The Experience of Presence in Shared Virtual Environments." In Collaborative Virtual Environments, 77–98. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0685-2_5.

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Slater, Mel, and Anthony Steed. "Meeting People Virtually: Experiments in Shared Virtual Environments." In The Social Life of Avatars, 146–71. London: Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0277-9_9.

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Men, Liang, and Nick Bryan-Kinns. "Supporting Sonic Interaction in Creative, Shared Virtual Environments." In Sonic Interactions in Virtual Environments, 237–67. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_8.

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AbstractThis chapter examines user experience design for collaborative music making in shared virtual environments (SVEs). Whilst SVEs have been extensively researched for many application domains including education, entertainment, work and training, there is limited research on the creative aspects. This results in many unanswered design questions such as how to design the user experience without being detrimental to the creative output, and how to design spatial configurations to support both individual creativity and collaboration. Here, we explore multi-modal approaches to supporting creativity in collaborative music making in SVEs. We outline an SVE, LeMo, which allows two people to create music collaboratively. We then present two studies; the first explores how free-form visual 3D annotations instead of spoken communication can support collaborative composition processes and human–human interaction. Five classes of use of annotation were identified in the study, three of which are particularly relevant to the future design of sonic interactions in virtual environments. The second study used a modified version of LeMo to test the support for a creative collaboration of two different spatial audio settings, which according to the results, changed participants’ behaviour and affected their collaboration. Finally, design implications for the auditory design of SVEs focusing on supporting creative collaboration are given.
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Earnshaw, Rae. "Guidelines for Telepresence and Shared Virtual Environments." In Frontiers of Human-Centered Computing, Online Communities and Virtual Environments, 52–64. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0259-5_5.

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Cheng, Lili, Shelly Farnham, and Linda Stone. "Lessons Learned: Building and Deploying Shared Virtual Environments." In The Social Life of Avatars, 90–111. London: Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0277-9_6.

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Leevers, David. "Collaboration and Shared Virtual Environments — from Metaphor to Reality." In Frontiers of Human-Centered Computing, Online Communities and Virtual Environments, 278–98. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0259-5_19.

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Manuel, Mark, Poorvesh Dongre, Abdulaziz Alhamadani, and Denis Gračanin. "Supporting Embodied and Remote Collaboration in Shared Virtual Environments." In Lecture Notes in Computer Science, 639–52. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77599-5_44.

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Compierchio, Angelo, and Phillip Tretten. "Human Factors Evaluation of Shared Real and Virtual Environments." In Human Interaction, Emerging Technologies and Future Systems V, 745–51. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85540-6_94.

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Sourin, Alexei. "Case Study: Shared Virtual and Augmented Environments for Creative Applications." In Research and Development in the Academy, Creative Industries and Applications, 49–64. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54081-8_5.

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Konferenzberichte zum Thema "Shared virtual environments"

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McGrath, Andrew, and Amanda Oldroyd. "Designing shared virtual environments." In CHI98: ACM Conference on Human Factors and Computing Systems. New York, NY, USA: ACM, 1998. http://dx.doi.org/10.1145/286498.286636.

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Azevedo, Samuel, Aquiles Burlamaqui, Rummenigge Dantas, Claudio Schneider, Rafael Gomes, Julio Melo, Josivan Xavier, and Luiz Garcia Goncalves. "Interperception on Shared Virtual Environments." In 2006 IEEE Symposium on Virtual Environments, Human-Computer Interfaces and Measurement Systems. IEEE, 2006. http://dx.doi.org/10.1109/vecims.2006.250802.

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Christensen, Brian K. "Virtual environments for telerobotic shared control." In Optical Tools for Manufacturing and Advanced Automation, edited by Won S. Kim. SPIE, 1993. http://dx.doi.org/10.1117/12.164930.

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Büsher, Monika, John Hughes, Jonathan Trevor, Tom Rodden, and Jon O'Brien. "Supporting cooperation across shared virtual environments." In the international ACM SIGGROUP conference. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/320297.320304.

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Kotziampasis, Ioannis, Nathan Sidwell, and Alan Chalmers. "Seamlessly integrated distributed shared virtual environments." In the 20th spring conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1037210.1037232.

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Kempf, James, Ajay Chander, and Manhee Jo. "Optimizing avatar environmental update in shared virtual reality environments." In 1st Intenational ICST Conference on Immersive Telecommunications. ICST, 2007. http://dx.doi.org/10.4108/icst.immerscom2007.2243.

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Schuwerk, Clemens, Rahul Chaudhari, and Eckehard Steinbach. "Delay compensation in Shared Haptic Virtual Environments." In 2014 IEEE Haptics Symposium (HAPTICS). IEEE, 2014. http://dx.doi.org/10.1109/haptics.2014.6775484.

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Reis, Verônica L. M., Luis Miguel Campos, and Isaac D. Scherson. "Parallel Virtual Memory for Time Shared Environments." In International Symposium on Computer Architecture and High Performance Computing. Sociedade Brasileira de Computação, 1996. http://dx.doi.org/10.5753/sbac-pad.1996.19830.

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This paper analyses the issues involved in providing virtual distributed shared memory for time-shared parallel machines. We study the performance of two different page management policies, namely, static and dynamic page allocation under two widely accepted scheduling policies: Gang scheduling and independent processor scheduling. The performance of each page management policy is studied under different replacement scopes (local versus global replacement). Results obtained after extensive simulations show that dynamic page allocation performs better throughout all the environments simulated.
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O’Malley, Marcia K. "Shared Control for Upper Extremity Rehabilitation in Virtual Environments." In ASME 2005 International Mechanical Engineering Congress and Exposition. ASMEDC, 2005. http://dx.doi.org/10.1115/imece2005-81782.

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Interest in the rehabilitation applications for robots has been increasing. For example, various devices have been developed to aid in reaching movements of stroke, traumatic brain injury (TBI), and spinal cord injury (SCI) patients. Typically these devices provided guided reaching movements for elbow and shoulder. The robotic aspect allows for repeatability, along with additional data for post-session analysis. To date, robotic rehabilitation systems with haptic feedback have not fully exploited the capabilities of a haptic display device. The simulators primarily focus on obeying the physica
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Li, Yanfang, Joel C. Huegel, Volkan Patoglu, and Marcia K. O'Malley. "Progressive shared control for training in virtual environments." In World Haptics 2009 - Third Joint EuroHaptics conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems. IEEE, 2009. http://dx.doi.org/10.1109/whc.2009.4810873.

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Berichte der Organisationen zum Thema "Shared virtual environments"

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Peña-Niño, Omar Darío, and Erin McFee. Final Report of the First Virtual Workshop of the Violence, Security and Peace (VSP) Network. Trust After Betrayal, February 2023. http://dx.doi.org/10.59498/74658.

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The VSP Network held a virtual conference in June 2022 with the objective of developing a shared understanding of fundamental concepts and the significance of trust in areas impacted by violence and insecurity. The conference brought together experts, practitioners, officials, and people affected by violence from the Americas, Europe, the United Kingdom, and China to promote partnerships for the long-term enhancement of quality of life for individuals residing in such environments. Workshop participants focused on a theoretical and conceptual discussion of the network's themes and explored the
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Balali, Vahid. Connected Simulation for Work Zone Safety Application. Mineta Transportation Institute, July 2022. http://dx.doi.org/10.31979/mti.2021.2137.

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Every year, over 60,000 work zone crashes are reported in the United States (FHWA 2016). Such work zone crashes have resulted in over 4,400 fatal and 200,000 non-fatal injuries in the last 5 years (FHWA 2016, BLS 2014). Apart from the physical and emotional trauma, the annual cost of these injuries exceeds $4 million-representing significant wasted resources. To improve work zone safety, this research developed a system architecture for unveiling high-risk behavioral patterns among highway workers, equipment operators, and drivers within dynamic highway work zones. This research implemented th
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Goudy, Susan Phelps, Jonathan Leighton Brown, Zhaofang Wen, Michael Allen Heroux, and Shan Shan Huang. BEC :a virtual shared memory parallel programming environment. Office of Scientific and Technical Information (OSTI), January 2006. http://dx.doi.org/10.2172/882923.

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Ruzante, Juliana M., Ellen Thomas Shumaker, Sidney Holt, Susan Mayer, Adam Kokotovich, Maude Cuchiara, Andrew R. Binder, Jennifer Kuzma, and Khara Grieger. Eliciting Stakeholder Perceptions Using a Novel Online Engagement Platform: A Case Study on Nano-Agrifoods. RTI Press, January 2022. http://dx.doi.org/10.3768/rtipress.2022.op.0071.2201.

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Stakeholder engagement is an important component in developing policies on critical issues such as the use and development of novel methods and technologies, including biotechnologies and nanotechnologies. Understanding the perspectives, needs, and concerns of stakeholder groups can facilitate the development of transparent and trusted policy recommendations. Innovative online research platforms have been developed as alternatives to typical stakeholder engagement methods such as in-person focus groups, interviews, and online and paper surveys. These platforms facilitate the engagement of geog
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Дирда, Ірина Анатоліївна, Марина Вікторівна Малоіван, and Анна Олександрівна Томіліна. Innovative online teaching tools for students who major in english philology: challenges and opportinutuies. Видавнича група «Наукові перспективи», 2023. http://dx.doi.org/10.31812/123456789/7078.

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The paper in question outlines the possibilities of using modern teaching methods and tools in the process of teaching English to students who major in English Philology. The rapid changes which this process is undergoing are predetermined by the constant development and new demands which it has to meet. In view of Ukrainian education this process is shaped not only by the factors mentioned but as well by the fact that our country is still facing post-pandemic consequences and now those of war conflict when students are deprived of the possibility of gaining offline education in physical class
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Exploring the Prospects of Using 3D Printing Technology in the South African Human Settlements. Academy of Science of South Africa (ASSAf), 2021. http://dx.doi.org/10.17159/assaf.2021/0074.

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South Africa is a country with significant socio-economic development challenges, with the majority of South Africans having limited or non-existent access to basic infrastructure, services, housing and socio-economic opportunities etc. The urban housing backlog currently exceeds 2.4 million houses, with many families living in informal settlements. The Breaking New Grounds Policy, 2014 for the creation of sustainable human settlements, acknowledges the challenges facing human settlements, such as, decreasing human settlements grants allocation, increasing housing backlog, mushrooming of infor
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