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1

Ramachandran, Viswanathan. "Performance analysis of augmented shuffle exchange networks." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-10062009-020250/.

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2

Lin, Wei-Chun. "NON-TRACKED MIRROR-AUGMENTED PHOTOVOLTAIC DESIGN AND PERFORMANCE." Case Western Reserve University School of Graduate Studies / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=case1363626307.

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3

Russell, Robert. "EXAMINING THE EFFECTS OF MULTIMODAL AUGMENTED FEEDBACK ON MOTOR LEARNING." OpenSIUC, 2018. https://opensiuc.lib.siu.edu/dissertations/1555.

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Augmented feedback is typically defined as performance- or outcome-related information presented to a motor skill learner in a practice environment (Schmidt & Lee, 2001). This information, which supplements naturally-occurring, task-intrinsic information, has been found to facilitate motor skill learning (Salmoni, et al., 1984). These benefits to motor learning, however, are mediated by several factors including the sensory channel (modality) in which feedback is presented. While augmented feedback presented visually does not typically produce lasting benefits to skilled performance (Sigrist et al, 2013), research in related areas suggests that augmented feedback presented in an audiovisual fashion may benefit motor learning in ways that overcome the limitations of unimodal visual research. Building off this research, the current series of experiments examined how augmented feedback presented audiovisually influenced motor learning of a simple motor task relative to augmented feedback presented either visually or aurally. The first experiment, subjects performed a novel steering task with their non-dominant hand and were tasked with staying within a pre-established boundary. During the practice phase, participants received concurrent feedback regarding their performance. Participants were then tested 24-hours post-practice to examine how feedback presented during practice would affect performance on no-feedback retention and transfer tests. Results from this study indicated that both audiovisual and aural feedback presented during practice facilitate motor learning, whereas feedback presented visually does not. In the second experiment, participants completed the steering task used in experiment one but with an additional timing component added. During practice participants were given two simultaneous streams of concurrent feedback presented either multimodally (e.g. timing information presented aurally, spatial information presented visually) or unimodally (e.g. both timing and spatial information presented aurally). Results from the second study indicated that modally-appropriate multimodal feedback facilitated motor learning to a greater degree than unimodal feedback even when multiple streams of information are presented within the augmented feedback. Theoretical and practical implications are further discussed.
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4

Jonéus, Paulina. "The more the merrier? On the performance of factor-augmented models." Thesis, Uppsala universitet, Statistiska institutionen, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-256760.

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Vector autoregression (VAR) models are widely used in an attempt to identify and measure the effect of monetary policy shocks on an economy and to forecast economic times series. However, the sparse information sets used in the VAR approach have been subject to criticism and in recent decades, the use of factor models as a means of dimension reduction has been a subject of greater focus. The method of summarizing information contained in a large set of macroeconomic time series by principal components, and use these as regressors in VAR models, has been pointed out as a potential solution to the problems of limited information and estimation of too many parameters. This paper combines the standard VAR methodology with dynamic factor analysis on Swedish data for two purposes, to assess the effects of monetary policy shocks and to examine the forecasting properties. Latent factors estimated by the principal components method are in this study found to contribute to a more coherent picture in line with economic theory, when examining monetary policy shocks to the Swedish economy. The factor-augmented models can on the other hand not be shown to increase the forecasting accuracy to a great extent compared to standard models.
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5

Clarkson, Jacob. "The effects of augmented virtuality on presence, workload, and input performance." Master's thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/29492.

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Head-Mounted Displays (HMDs) offer, more than any easily accessible technology that has come before, the sensation of presence – that feeling that you are “really there” in a virtual world. However, HMDs cut the wearer off from the real world, making even trivial interactions, such as having a drink or typing, difficult and frustrating. In the home context where these devices are most likely to be used, such interactions are commonplace, and in order to execute them, users have to remove the HMD (“peep”), breaking their sense of presence. How, then, can real-world interactions during HMD usage be facilitated such that presence is damaged as little as possible? Previous work indicates that Augmented Virtuality (AV), a technique that allows the wearer of an HMD to see through it when they need to, is a promising answer to this question. However, direct comparisons between AV and VR that thoroughly account for presence and workload are lacking. To corroborate previous findings, and to address some of the gaps in the current literature, we conducted a quantitative user experiment to compare our own implementation of AV to VR in terms of presence, workload, and typing performance. The experiment followed a betweengroups design with participants selected via pseudo-random convenience sampling of university students. To simulate the context of home usage – an extended immersive session that must occasionally be interrupted – we designed a mixed reality game that periodically required the player to interact with real-world objects before they could proceed. Participants in the experimental group played the game using our AV system to assist them in completing the required real-world tasks. Participants in the control group used pure VR to play the game and had to peep. This allowed us to directly compare AV to VR in terms of the levels of presence and workload experienced. These data were gathered using post-hoc self-report questionnaires. To measure and compare typing performance under various conditions, we created desktop, VR, and AV versions of a typing test that participants had to complete. We found that typing performance in AV was significantly better than in VR, but did not reach the levels achieved in baseline desktop conditions. While there was not a significant difference in the overall level of workload associated with using AV compared to VR, participants in the AV condition were able to interact successfully with the real world without having to remove the HMD, and reported being significantly less frustrated than those in the VR condition. Finally, AV users reported significantly higher levels of presence than those who used VR.
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6

Korostelev, Michael. "Performance Evaluation for Full 3D Projector Calibration Methods in Spatial Augmented Reality." Master's thesis, Temple University Libraries, 2011. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/213116.

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Electrical and Computer Engineering
M.S.E.E.
Spatial Augment Reality (SAR) has presented itself to be an interesting tool for not only interesting ways to visualize information but to develop creative works in performance arts. The main challenge is to determine accurate geometry of a projection space and determine an efficient and effective way to project digital media and information to create an augmented space. In our previous implementation of SAR, we developed a projector-camera calibration approach using infrared markers. However, the projection suffers severe distortion due to the lack of depth information in the projection space. For this research, we propose to develop a RGBD sensor - projector system to replace our current projector-camera SAR system. Proper calibration between the camera or sensor and projector links vision to projection, answering the question of which point in camera space maps to what point in the space of projection. Calibration will resolve the problem of capturing the geometry of the space and allow us to accurately augment the surfaces of volumetric objects and features. In this work three calibration methods are examined for performance and accuracy. Two of these methods are existing adaptations of 2D camera - projector calibrations (calibration using arbitrary planes and ray-plane intersection) with our third proposed novel technique which utilizes point cloud information from the RGBD sensor directly. Through analysis and evaluation using re-projection error, results are presented, identifying the proposed method as practical and robust.
Temple University--Theses
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7

He, Xingxi. "Haptics augmented undergraduate engineering education implementation and evaluation /." Ohio : Ohio University, 2003. http://www.ohiolink.edu/etd/view.cgi?ohiou1175092399.

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8

Wang, Jue. "A First Experiment in Misplaced Trust in Augmented Reality." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1291819200.

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9

Underwood, Stacy Marie. "EFFECTS OF AUGMENTED REAL-TIME AUDITORY FEEDBACK ON TOP-LEVEL PRECISION SHOOTING PERFORMANCE." UKnowledge, 2009. http://uknowledge.uky.edu/gradschool_theses/603.

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This study examined the effects of training with real-time auditory feedback in precision shooting. Top-level shooters (N=9) were randomly assigned to the feedback or nonfeedback group. Each group performed a pre-test, a 4-week training intervention and a post-test. The feedback group was provided with augmented real-time auditory feedback based on postural and rifle barrel stability during training sessions. Increases in performance were measured through changes in postural stability, rifle barrel stability, shot outcome and shot group diameter. Real-time auditory feedback did not increase postural or rifle barrel stability in the feedback group. No meaningful differences were found related to shot outcome or shot group diameter in air rifle testing. The feedback group was able to reduce shot group diameter during smallbore testing. In summary, the augmented real-time auditory feedback did not improve postural or rifle barrel stability. Future research should focus on examining the effects of auditory feedback on smallbore performance.
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10

Furniss, Peter David. "Present performer : a humanised augmented practice of the clarinet." Thesis, University of Edinburgh, 2018. http://hdl.handle.net/1842/31433.

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This practice-based research articulates a performer's perspective from within the rapidly expanding field of mixed music, wherein traditional acoustic instruments are augmented by means of live electronics. Contemporary technology presents a panoply of sonic and interactive affordances and diverse avenues of potential for a contemporary practice of the clarinet. Pursuing a move from a technically passive approach towards self-efficient onstage operation, the author articulates a journey in which a hybridity of instrumental expertise and technical naivety develops into an embedded practice. A framework of humanising is proposed to establish codes of practice based on the embodied skill and priorities of the onstage performer. A pragmatic and personal approach emerges to managing issues of sound, control, and engagement, with an emphasis on viable rehearsal and performance practices that ultimately privilege an ongoing attention to liveness. The portfolio of sound recordings and the observances contained in this thesis contribute to a growing body of performer-led accounts in a rich environment for the development of new creative work and collaboration, and to facilitating access to interactive music for performers wishing to explore the field. A set of case studies trace three broad roles across a spectrum of creative agency within an interdisciplinary practice of the clarinet, situated at a nexus of diverse approaches - from performing composed works (executant interpreter) to non-idiomatic free improvisation (enactive composer), via hybrid works that blur these authorial distinctions (enabled interpreter). Negotiating multiple, interdependent influences within these respective performance ecologies, and moving over time from a status of technical novice towards one of proficiency and expertise (Dreyfus & Dreyfus 1980), a growing sense of embodied instrumentality is encountered (Nijs et al. 2009). The additional technology becomes less an extension of the instrument, rather the performer becomes present in a new holistic entity (Riva 2009; Rebelo 2006), with an attendant, ongoing re-evaluation of personal sound concept. Instrumental musicianship is reframed as inhabiting an assemblage of tools that filter and resonate physical energy, identity, and culture, and is directed towards an optimal performing presence.
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11

Paul, Tiffany M. "Application of the Augmented Operator Function Model for Developing Performance Metrics in Persistent Surveillance." Wright State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=wright1389657226.

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12

Teixeira, João Marcelo Xavier Natário. "Analysis and evaluation of optimization techniques for tracking in augmented reality applications." Universidade Federal de Pernambuco, 2013. https://repositorio.ufpe.br/handle/123456789/12268.

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Real-time computer vision applications that run on the field and make frequent use of wearable computers have a critical restriction on the amount of processing they can perform, because of the fact that most (if not all) of the application runs on the wearable platform. A balancing scheme capable of allowing the application to use more processing power is fundamental both when input scenarios present more visual restrictions regarding, for example, the object to be tracked, and also to reduce processing in order to save battery and CPU time for other applications when the captured video is better controlled (more accessible). The fact that computer vision applications may run on a variety of platforms justifies the need for defining a model that automatically adjusts the tracker being used in applications with hard performance constraints. Performance degradation in wearable platforms can be greater than expected, as desktop and mobile platforms present different levels of hardware capabilities, and consequently, different performance restrictions. This doctoral thesis addresses the object tracking problem using a decision model, in such a way that prioritizes using the least computationally intensive algorithm whenever possible. It has the following specific objectives: to investigate and implement different tracking techniques, to choose/define a reference metric that can be used to detect image interference (occlusion, image noise, etc.), to propose a decision model that allows automatic switching of different trackers in order to balance the application's performance, and to reduce the application's workload without compromising tracking quality. The effectiveness of the system will be verified by synthetic case studies that comprise different object classes that can be tracked, focusing on augmented reality applications that can run on wearable platforms. Different tracking algorithms will be part of the proposed decision model. It will be shown that by switching among these algorithms, it is possible to reach a performance improvement of a factor of three, while keeping a minimum quality defined by a reprojection error of 10 pixels when compared to the use of only the best algorithm independent of its computational cost. This work results in better performance of applications with memory and battery restrictions.
Submitted by João Arthur Martins (joao.arthur@ufpe.br) on 2015-03-12T19:02:48Z No. of bitstreams: 2 Tese Joao Teixeira.pdf: 5813706 bytes, checksum: 85ed76e5022129077b181bca61f92678 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)
Made available in DSpace on 2015-03-12T19:02:48Z (GMT). No. of bitstreams: 2 Tese Joao Teixeira.pdf: 5813706 bytes, checksum: 85ed76e5022129077b181bca61f92678 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2013-03-01
CAPES e CNPq
Aplicações de visão computacional em tempo real executadas em campo fazem uso frequente de computadores vestíveis, os quais apresentam uma restrição crítica na quantidade de processamento que podem suportar, uma vez que a maior parte da aplicação (se não sua totalidade) deverá executar na plataforma vestível. É fundamental um esquema de balanceamento de carga capaz de permitir que a aplicação utilize mais poder de processamento quando os cenários de entrada apresentam mais restrições visuais, por exemplo, referentes ao objeto a ser rastreado, e diminua tal processamento com o objetivo de economizar bateria e tempo de CPU em aplicações quando o vídeo capturado é mais controlado (mais acessível). O fato de aplicações de visão computacional executarem em uma variedade de plataformas justifica se definir um modelo que ajuste automaticamente o rastreador em uso em aplicações com restrições de recursos computacionais. A degradação de desempenho em plataformas vestíveis pode ser maior do que a esperada, uma vez que plataformas desktop e móvel apresentam diferentes níveis de configurações de hardware, e consequentemente, diferentes restrições de desempenho. Esta tese de doutorado soluciona o problema do rastreamento de objetos usando um modelo de decisão, objetivando utilizar o algoritmo menos custoso sempre que possível. Como objetivos específicos têm-se: investigar e implementar diferentes técnicas de rastreamento, para escolher/definir uma métrica de referência que possa ser usada para detectar interferência na imagem (oclusão, ruído, etc.), propor um modelo de decisão que permita chaveamento automático entre diferentes rastreadores visando balancear o desempenho da aplicação baseado na métrica escolhida, e diminuir a quantidade de processamento requerida pela aplicação sem comprometer a qualidade do rastreamento envolvido. A eficiência do sistema será verificada através de estudos de caso sintéticos que compreendem diferentes classes de objetos que podem ser rastreados, focando em aplicações de realidade aumentada que executam em plataformas vestíveis. Diferentes algoritmos de rastreamento farão parte do modelo de decisão e através do chaveamento entre eles, será demonstrado que é possível atingir uma melhoria no desempenho de até três vezes, mantendo uma qualidade mínima definida como erro de reprojeção de até 10 pixels quando comparado à utilização apenas do algoritmo que gera a melhor qualidade de rastreamento, independente do seu custo computacional. O impacto desse trabalho implicará em uma melhor qualidade de aplicações com restrições de quantidade de memória, carga de baterias, entre outras.
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13

Pavlov, Aleksey D. "Improvement of Electromagnetic Railgun Barrel Performance and Lifetime by Method of Interfaces and Augmented Projectiles." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/986.

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Several methods of increasing railgun barrel performance and lifetime are investigated. These include two different barrel-projectile interface coatings: a solid graphite coating and a liquid eutectic indium-gallium alloy coating. These coatings are characterized and their usability in a railgun application is evaluated. A new type of projectile, in which the electrical conductivity varies as a function of position in order to condition current flow, is proposed and simulated with FEA software. The graphite coating was found to measurably reduce the forces of friction inside the bore but was so thin that it did not improve contact. The added contact resistance of the graphite was measured and gauged to not be problematic on larger scale railguns. The liquid metal was found to greatly improve contact and not introduce extra resistance but its hazardous nature and tremendous cost detracted from its usability. The simulated resistivity augmented projectiles were able to mitigate harmful current build-up on the back of a projectile using different conductivity gradients. Within the range of conductivity of aluminum alloys no simulated gradient was able to fully level the current density, however, once the range was expanded to include the lower conductivity of titanium, nearly uniform current density was achieved.
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14

Blom, Lillemor. "Impact of light on augmented reality : Evaluating how different light conditions affect the performance of Microsoft HoloLens 3D applications." Thesis, Linköpings universitet, Programvara och system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-153468.

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Microsoft HoloLens is a headmounted augmented reality system providing users the ability to experience three-dimensional virtual content. This could be used in applications aimed at industry where users could use augmented reality to easily access information and receive instructions. For this to be suitable for industry, the system must be robust. One property of robustness was chosen for this thesis: system performance in conditions of different levels of light. A prototype implementing a use case for future industry was developed, as well as two additional smaller applications to facilitate experiments. Experiments were performed to investigate how different light levels affects the functionality in a 3D holographic application running on HoloLens and how the visibility of virtual content was affected in conditions with bright and heterogeneous backgrounds. The results showed that the functionality of the holographic application was not significantly affected except in very dark conditions, and that bright and messy backgrounds pose a problem to hologram visibility.
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15

Grahn, Ivar. "The Vuforia SDK and Unity3D Game Engine : Evaluating Performance on Android Devices." Thesis, Linköpings universitet, Programvara och system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139436.

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This paper evaluates major features of PTC’s augmented reality SDK Vuforia, available for Android, iOS and the Unity3D game engine. The performance of these features are evaluated in terms of frame rate and power consumption and the testing prototypes are developed using Unity3D. Augmented reality is a rapidly growing medium and the Vuforia SDK is very popular with over 325 000 registered developers and thousands of published applications. Despite being used to such extents, there are surprisingly few works evaluating different aspects of its performance. This paper provides an introduction to augmented reality and describes the technology used by the Vuforia SDK to deliver said features. This paper shows that Vuforia is capable of maintaining sufficient performance with interactive frame rates over 20 Hz in most cases. The power consumption of these features reduces the battery lifetime to acceptable levels, suitable for hand-held devices. In some cases, however, the performance in terms of frame rate reaches levels lower than recommended. These cases should be considered by developers looking to use Vuforia.
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16

Robinson, John. "Analysis of the orbit lowering and attitude control performance of a magnetic coil-augmented gossamer sail." Honors in the Major Thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1314.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Engineering and Computer Science
Aerospace Engineering
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17

Fisher, Thomas M. "Rudder Augmented Trajectory Correction for Unmanned Aerial Vehicles to Decrease Lateral Image Errors of Fixed Camera Payloads." DigitalCommons@USU, 2016. https://digitalcommons.usu.edu/etd/4751.

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This thesis developed a Rudder Augmented Trajectory Correction (RATC) method for small unmanned aerial vehicles. The goal of this type of controller is to minimize the lateral image errors of body-fixed non-gimbaled cameras. This is achieved through both aggressive trajectory following and elimination of the roll angle present in current aileron only trajectory correction autopilots. The analytical derivation of the rudder augmented trajectory correction controller is presented. Using estimated aerodynamic derivatives of the Aerosonde UAV, RATC, produced a stable and controllable system. This control algorithm was integrated into the AggieAir Minion-class UAV using the Paparazzi open source autopilot. Flight results are presented that show significant reduction in the roll angle present during trajectory correction. This is shown using both inertial measurement nit sensor data as well as payload imagery collected over a selected region of interest. The conclusion of this thesis is that the RATC algorithm is a viable solution to minimize lateral image errors for body-fixed cameras in realm of aerial surveying.
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18

Gupta, Divya. "An Empirical Study of the Effects of Context-Switch, Object Distance, and Focus Depth on Human Performance in Augmented Reality." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/33507.

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Augmented reality provides its user with additional information not available through the natural real-world environment. This additional information displayed to the user potentially poses a risk of perceptual and cognitive load and vision-based difficulties. The presence of real-world objects together with virtual augmenting information requires the user to repeatedly switch eye focus between the two in order to extract information from both environments. Switching eye focus may result in additional time on user tasks and lower task accuracy. Thus, one of the goals of this research was to understand the impact of switching eye focus between real-world and virtual information on user task performance.

Secondly, focus depth, which is an important parameter and a depth cue, may affect the userâ s view of the augmented world. If focus depth is not adjusted properly, it may result in vision-based difficulties and reduce speed, accuracy, and comfort while using an augmented reality display. Thus, the second goal of this thesis was to study the effect of focus depth on task performance in augmented reality systems.

In augmented reality environments, real-world and virtual information are found at different distances from the user. To focus at different depths, the userâ s eye needs to accommodate and converge, which may strain the eye and degrade performance on tasks. However, no research in augmented reality has explored this issue. Hence, the third goal of this thesis was to determine if distance of virtual information from the user impacts task performance.

To accomplish these goals, a 3x3x3 within subjects design was used. The experimental task for the study required the user to repeatedly switch eye focus between the virtual text and real-world text. A monocular see-through head- mounted display was used for this research.

Results of this study revealed that switching between real-world and virtual information in augmented reality is extremely difficult when information is displayed at optical infinity. Virtual information displayed at optical infinity may be unsuitable for tasks of the nature used in this research. There was no impact of focus depth on user task performance and hence it is preliminarily recommended that manufacturers of head-mounted displays may only need to make fixed focus depth displays; this clearly merits additional intensive research. Further, user task performance was better when focus depth, virtual information, and real-world information were all at the same distance from the user as compared to conditions when they were mismatched. Based on this result we recommend presenting virtual information at the same distance as real-world information of interest.
Master of Science

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ETEMADY, QESHMY DANIAL, and JACOB MAKDISI. "Human error management 4.0 : Augmented Reality Systems as a tool in the quality journey." Thesis, KTH, Industriell Management, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-239544.

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The manufacturing industry is shifting, entering a new era with smart and connected devices. The fourth industrial revolution (Industry 4.0) is promising increased growth and productivity by the Smart Factory and within the enabling technologies is Augmented Reality (AR). This is a technology that can be used to augment the reality with digital information. At the same time as the technology is introduced, errors in manufacturing are a problem which are affecting the productivity and the quality. The errors can be caused by humans and companies strive to eliminate the errors caused by humans. This research aims to find the main causes of human errors in assembly lines and thereafter explores whether AR is an appropriate tool to be used in order to address those issues. Based on a literature review that identified and characterized a preliminary set of root causes for human errors in assembly lines, these causes were empirically studied in an exercise that covered an in-depth case study at a multinational automotive company. Data in form of interviews and deviation reports have been used to identify the causing factors and the result showed that the main causes of human errors are the amount of thinking, deciding and searching for information which affected the cognitive load of the operator and in result their performance. Several interviews with experts in AR allowed to verify if this technology would be feasible to solve or mitigate the found causes. Besides that, in repetitive manual assembly operations, AR is better used showing the process in order to train new operators, at the same time as for experienced operators AR show information only when an error occurs and when there is a need of taking an active choice is more appropriate. Nevertheless, while theoretically able to managing human error when fully developed, the desired application makes the augmentation of visual objects redundant and increasingly complex for solving the identified causes of errors which questions the appropriateness of using AR systems. However, the empirical findings showed that for managing human errors, the main bottleneck of an AR system is the software and AI.
Den tillverkande industrin skiftar och går in i en ny era där smart och uppkopplad teknologi introduceras i de operativa delarna av tillverkningen. Denna fjärde industriella revolution (Industry 4.0) som den även kallas för med smarta fabriker, utlovar ökad produktivitet och tillväxt. Bland de teknologier som representeras i detta nya landskap återfinns Augmented Reality (AR), vilket är en teknik som används för att förstärka verkligheten med digital information. I samband med att denna nya teknik introduceras, är avvikelser i produktion ett problem som påverkar företags produktivitet och kvalitet. Den mänskliga faktorn är en bidragande del till detta problem och företag strävar efter att eliminera felen orsakade av människor. Denna studie syftar till att hitta orsakerna till att människor orsakar fel i produktion och därefter utforska om AR är ett lämpligt verktyg att använda för att råda bot på dessa orsaker och därmed eliminera felen. Genom en litteraturstudie har det identifierats ett antal faktorer som påverkar den mentala belastningen hos människor i produktionssammanhang. Dessa faktorer har därefter undersökts genom en fallstudie hos en multinationell tillverkare av kommersiella fordon. Datainsamling i form av intervjuer och avvikelsedata har använts för att identifiera de påverkande faktorerna och resultaten pekade på att behovet av att behöva tänka, leta efter information och fatta beslut påverkade den mentala belastningen mest. Intervjuer hölls med forskare och montörer för att definiera en lämplig AR funktion som sedan undersöktes genom flera intervjuer med forskare inom AR för att verifiera om AR är en lämplig teknik att använda för de identifierade orsakerna. I termer av AR i en arbetsmiljö med repetitiva aktiviteter efterfrågas en funktion som visualiserar fel för montörer som är erfarna medan det för oerfarna montörer är bättre med visualisering av hela arbetsprocessen. Men, trots att systemet i teorin är lämpligt att använda för att hantera orsakerna till att felen uppstår så är den efterfrågade funktionen överflödig då visualisering kommer visas väldigt sällan samt att tekniken är väldigt komplex. Detta gör att det går att ifrågasätta hela funktionen av att använda AR system i det fall som studerades. Dessutom visade sig tekniken vara olämplig att använda i den miljö fallet utspelar sig i på grund av svårigheter med artificiell intelligens (AI).
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20

Covelli, Javier. "Field of View Effects on Reflexive Motor Response in Flight Simulation." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3108.

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Virtual Reality (VR) and Augmented Reality (AR) Head Mounted Display (HMD) or Head Worn Display (HWD) technology represents low-cost, wide Field of Regard (FOR), deployable systems when compared to traditional simulation facilities. However, given current technological limitations, HWD flight simulator implementations provide a limited effective Field of View (eFOV) far narrower than the normal human 200[degrees] horizontal and 135[degrees] vertical FOV. Developing a HWD with such a wide FOV is expensive but can increase the aviator's visual stimulus, perception, sense of presence and overall training effectiveness. This research and experimentation test this proposition by manipulating the eFOV of experienced pilots in a flight simulator while measuring their reflexive motor response and task performance. Reflexive motor responses are categorized as information, importance and effort behaviors. Performance metrics taken include runway alignment error (RAE) and vertical track error (VTE). Results indicated a significant and systematic change in visual scan pattern, head movement and flight control performance as the eFOV was sequentially decreased. As FOV decreased, the average visual scan pattern changed to focus less on out-the-window (OTW) and more on the instruments inside the cockpit. The head range of movement significantly increased below 80[degrees] horizontal x 54[degrees] vertical eFOV as well as significantly decreasing runway alignment and vertical track performance, which occurred below 120[degrees] horizontal x 81[degrees] vertical eFOV.
Ph.D.
Department of Psychology
Sciences
Modeling and Simulation PhD
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21

Zellaya, Ibrahim, and William Brushwood. "Examining the performance of AR technologies to provide instructions for operators : a study at Siemens." Thesis, Högskolan Väst, Avd för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-15285.

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Siemens Industrial Turbomachinery AB är intresserade av att digitalisera deras arbetsprocesser. Således är syftet med denna studie att undersöka om AR presterar bättre än papper som en instruktionsmetod för operatorer på Siemens i Trollhättan. För att kunna svara på frågan "Hur väl presterar Augmented Reality (AR) teknik som instruktionsmetod till skillnad från papper för operatorer i en produktionsmiljö?", har två kvalitativa metoder tillämpats. Datainsamling skedde med hjälp av observationer och semi-strukturerade intervjuer för analys tillstudien. Vårt val av teoretiskt ramverk tillämpades inte endast för att undersöka prestanda, det användes även för undersökning av operatörernas vilja att införa AR som en instruktionsmetod. Resultaten från denna studie visar att AR presterade bättre som en instruktionsmetod och att operatörerna hade en positiv inställning vid användning av AR. Däremot, är det fortfarande oklart hur väl denna teknologi kommer att accepteras. Detta beror huvudsakligen på faktum att framtida förbättringar behöver utföras när det kommer till hårdvara och avsaknaden av skräddarsydda applikationer för operatörernas behov.
Siemens Industrial Turbomachinery AB is interested in digitizing their current work processes. Therefore, the reason for this study is to examine if AR performs better than paper as an instruction method for operators at Siemens in Trollhättan. In order to answer the question "How well does Augmented Reality (AR) technology perform compared to physical papers as an instruction method for operators in a production environment?", two qualitative methods have been applied. Data was collected by using observations and semi-structured interviews for the analysis of this study. Our choice of theoretical framework was not only applied for evaluating the performance, but also the operators' willingness to adopt AR as a form of instruction method. The findings from the results show that AR performs better as an instruction method and that the operators had a positive attitude when using AR. However, it is still unclear how well this technology will be accepted. This is mainly due to the fact that future improvements still need to be made to the hardware and the lack of customized applications for the operators' needs.
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22

Tsakoumi, Aliki. "Extended Experiences : Film and Performance Practices in VR/AR." Thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-856.

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This is a fascinating time of digital media and new technologies. They offer immersion and interaction and they challenge us, as creators, to work in alternative ways, create more space for the audience and develop our ideas across media while staying true to our artistic principles. During my research, I developed a body of work that includes films, VR, AR, film and stand up comedy as a way to investigate cross-fertilisation in the creative field between different formats, practices and individuals.

This is the written part of the research and is supplementing the exposition in Research Catalogue.

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23

Uddman, Lindh Carl, and Johan Norberg. "Augmented reality with holograms for combat management systems : Performance limitations for sonar tracks in a 3D map, presented with Microsoft HoloLens." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209412.

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Technical advancements in 3D projection has recently made presentation of holographic images possible by using self-contained devices. Instead of using a screen to present objects, glasses like Microsoft HoloLens can render objects that appear as holograms around the user. SAAB Defence and Security are evaluating if this new technology can complement their command and control system 9LV Combat Management System. This degree project is a study of the technical possibilities and limitations of introducing holographic display of sonar tracks used for detecting submarines or sea mines. The project was started with a background study into what methods are available to render 3D underwater terrain. A basic hologram representing a map of littoral terrain was constructed and simulated sonar tracks from the command and control system was mapped into the terrain. Implementation of the application was done using the Unity 3D game engine that has built in support for the HoloLens. Performance evaluation was done using Unity3D profiler that is an extensive application evaluation tool that maintain overhead to a minimum. An evaluation of HoloLens usage onboard two different boats was done to conclude if the equipment can be used in the normal 9LV CMS operating environment. Results show that it is possible to successfully use holographic display for sonar tracks, but due to limited processing power of the HoloLens terrain detail will be reduced. Holograms are orientated by combining camera spatial mapping and an inertial measurement unit. Usage tests onboard a vessel indicates that holograms will unexpectedly move and the HoloLens will loose spatial mapping due to acceleration forces caused by seastate.
Tekniska framsteg inom presentation av 3D-objekt har nyligen möjliggjort användning av hologram presenterade med portabel utrustning. Istället för att använda en vanlig skärm kan glasögon, som Microsoft HoloLens, rendera objekt som användaren upplever i sin omgivning som hologram. SAAB Defence and Security utvärderar om den nya teknologin kan användas som ett komplement till deras ledningssystem 9LV Combat Management System. Det här examensarbetet är en studie av de tekniska möjligheter och begränsningar som finns för att bygga en applikation som visar sonar-information som ett hologram, främst att användas för ubåtsjakt och upptäckt av sjöminor. Projektet inleddes med en bakgrundsstudie om vilka metoder som finns tillgängliga för att rendera en 3D-karta av en havsbotten. En enkel applikation med en karta som föreställer en del av skärgården tas fram med simulerad sonar-information från ledningssystemet inlagt i kartan. Implementationen av applikationen gjordes med spelmotorn Unity3D som har inbyggt stöd för Microsoft HoloLens. Prestandautvärdering genomfördes genom att använda ett inbyggt profileringsverktyg i Unity3D som har liten påverkan på prestandan. Utvärdering av möjlig användningsmiljö gjordes genom att testa utrustningen ombord på två olika båtar för att avgöra om HoloLens kan användas i 9LV CMS normala operativa förhållanden. Resultaten visar att det är möjligt att använda holografisk visning för sonar-data men upplösningen av terrängen för kartan är något låg på grund av den begränsade beräkningskraften i Microsoft HoloLens. Hologram i Microsoft HoloLens orienteras genom att kombinera en djupseende kamera med en intern referensenhet. Användningstester ombord på båt visar på att vid accelerationer som uppkommer av sjöhävning tappar HoloLensen rumsuppfattningen tillfälligt och stoppar renderingen av hologrammet.
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24

Guillon, Maxime. "Expansion de cibles pour le pointage et sélection : application à l'interaction à distance en chirurgie augmentée." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM066/document.

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Pointer et sélectionner une cible avec un curseur est une interaction omniprésente dans l'utilisation des ordinateurs. La sélection peut néanmoins être difficile à réaliser si le contrôle du curseur n'est pas aisé, ou encore si la cible est petite ou distante. Aussi, faciliter la sélection de cibles est un thème essentiel et actif en Interaction Homme-Machine (IHM) et les techniques conçues sont nombreuses.Notre travail de recherche se focalise sur l'étude des techniques d'expansion de cibles. Celles-ci facilitent le pointage et la sélection en allouant à une cible une plus grande zone active, sans toutefois modifier la cible elle-même. L'algorithme d'expansion d'une technique détermine la zone active étendue de chaque cible, tandis que l'aide visuelle de la technique fournit à l'utilisateur les informations nécessaires pour exploiter l'expansion lors du pointage et sélection. Notre travail est dédié à l'aide visuelle des techniques d'expansion de cibles en abordant leur conception et leur impact sur les performances.Nous proposons dans un premier temps un espace de conception des aides visuelles. Cet espace est accompagné d'une notation matricielle de description des aides visuelles et permet une classification des techniques d'expansion existantes. Son pouvoir génératif s'illustre par la création de huit techniques d'expansion, que nous évaluons au travers de deux expériences en laboratoire. Les résultats de ces deux expériences nous permettent de formuler un ensemble de recommandations pour les concepteurs de techniques d'expansion.Nous avançons ensuite un modèle conceptuel de performance des techniques d'expansion. Ce modèle s'appuie sur la notion de pertinence de l'information contenue dans l'aide visuelle des techniques. Il considère une tâche de sélection sous l'angle cognitif en la décomposant en trois phases déterminées par les buts de l'utilisateur : la phase préliminaire au geste, la phase de transfert du curseur vers la cible et la phase de validation de la sélection. Nous confrontons ce modèle de performance avec des résultats expérimentaux de la littérature et d'une troisième expérience en laboratoire.Nos contributions sont appliquées à l'interaction chirurgien-ordinateur en contexte per-opératoire, c'est-à-dire en bloc opératoire durant une intervention chirurgicale. En particulier, l'entreprise partenaire de cette thèse CIFRE, Aesculap, intègre dans la prochaine version du produit OrthoPilot, un système informatique pour la chirurgie orthopédique, une des techniques d'expansion étudiées. Nous présentons également Medical TapTap, une nouvelle technique d'interaction gestuelle au pied conçue pour la validation de la sélection en contexte per-opératoire
Pointing to/ Selecting targets is an elementary task universally present in graphical user interfaces (GUI). This task can be difficult to perform if the control of the cursor is not easy or if the target is far away or small. Thus facilitating target selection is a fundamental and active research topic in Human-Computer Interaction (HCI) and researchers have proposed numerous targeting assistance techniques.Our research focuses on targeting assistance techniques that allocate larger activation areas to targets. Such target expansion techniques rely on two basic elements: the expansion algorithm and the visual aid. The expansion algorithm distributes partly or wholly the free space among the targets. The visual aid presents the resulting target expansion to the users. Our work is dedicated to the visual aid that enables the users to take full advantage of the target expansion technique during the pointing/selection tasks.We first propose a three-axes design space for visual aid mechanisms. We further define a matrix-based notation for concisely describing a target expansion technique along the three design axes. We provide an analytical exploration of the design space by classifying existing target expansion techniques and by designing eight novel target expansion techniques, thus demonstrating the generative power of the design space. We also provide an experimental exploration of the design space by conducting two in-lab experiments. Based on the experimental results, we build a set of design recommendations.We then put forward a conceptual predictive model of performance. The model relies on a systematic analysis of the relevance of the visual aid provided by a target expansion technique based on the three goal-oriented phases of a selection task: the starting phase to initiate the movement towards the target, the transfer phase to bring the cursor into the goal target and the selection validation phase. To test the model we consider experimental results of the literature and of a third conducted in-lab experiment.Our contributions are applied to the field of Augmented Surgery and in particular interaction with a distant screen during a surgery in the operating theatre. As part of a Aesculap-CIFRE thesis, the next version of the product Aesculap’s OrthoPilot® Navigation System for orthopaedic surgery will include a target expansion technique for facilitating target selection by the surgeon in the operating theatre. We also provide a new foot gesture-based technique, namely Medical TapTap, for the validation of selection in the operating theatre
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25

Moore, Lorna. "In[bodying] the other : performing the digital other as a component of self through real-time video performance." Thesis, University of Wolverhampton, 2014. http://hdl.handle.net/2436/319914.

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Through practice-led research this thesis will explore the phenomenology of interactions between the digital 'other', and the lived experience of the subject through real-time video performance practice. It challenges the assumption that the digital video image is merely or simply other to the subject and aims to re-position the 'other' as an integral part of self where we perform the other. It does this by drawing on Jacques Lacan's Mirror Stage and claims that through digital performance we can suspend divisions between the self and the digital other. By being immersed within the real-time video image the thesis argues we re-enter the Mirror Stage and become captivated within the digital counterpart. Through a disruption in the proprioception of the body there is a crossover of the actual self and digital other which are suspended in each other. Through the use of Head Mounted Display Systems in the work In[bodi]lmental it is claimed that the actual body can In[body] the other subject as part of self. The thesis argues that the digital other is a component of self mediated through new digital technologies to be understood as an augmented self. Therefore it is through an In[bodied] Mirror Stage we momentarily access the loss of the Lacanian real encountered through the uncanny experience. This investigation has been conducted in the form of four digital performance projects defined as Inter-Reactive Explorations I-REs (i-iv).The I-REs were subjected to critical analysis and reflection using a variety of disciplines including: psychoanalysis, philosophy, the study of perception, phenomenology, and ethnography. The methodological framework for this research has been coined 'auto-ethnophenomenology'; a mixed-method approach utilizing auto-ethnography and the phenomenological lived experiences of informants. This model has enabled both the 'I' of the researcher and the other to be equally represented from both first person and third person perspectives. The symbiotic relationship between the theory and the practice is exemplified through the phenomenology of interactions between the digital 'other', and the lived experience of the subjects supported by the writings of Sigmund Freud, Jacques Lacan, Maurice Merleau-Ponty, Drew Leder and Rane Willerslev.
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26

Kudawoo, Ayaovi Dzifa. "Problèmes industriels de grande dimension en mécanique numérique du contact : performance, fiabilité et robustesse." Thesis, Aix-Marseille, 2012. http://www.theses.fr/2012AIXM4771/document.

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Ce travail de thèse concerne la mécanique numérique du contact entre solides déformables. Il s'agit de contribuer à l'amélioration de la performance, de la fiabilité et de la robustesse des algorithmes et des modèles numériques utilisés dans les codes éléments finis en particulier Code_Aster qui est un code libre développé par Électricité De France (EDF) pour ses besoins en ingénierie. L'objectif final est de traiter les problèmes industriels de grande dimension avec un temps de calcul optimisé. Pour parvenir à ces objectifs, les algorithmes et formulations doivent prendre en compte les difficultés liées à la mécanique non régulière à cause des lois de Signorini-Coulomb ainsi que la gestion des non linéarités dûes aux grandes déformations et aux comportements des matériaux étudiés.Le premier axe de ce travail est dédié à une meilleure compréhension de la formulation dite de « Lagrangien stabilisé » initialement implémentée dans le code. Il a été démontré l'équivalence entre cette formulation et la formulation bien connue de « Lagrangien augmenté ». Les caractéristiques mathématiques liées aux opérateurs discrets ont été précisées et une écriture énergétique globale a été trouvée
This work deals with computational contact mechanics between deformable solids. The aim of this work is to improve the performance, the reliability and the robustness of the algorithms and numerical models set in Code_Aster which is finite element code developped by Électricité De France (EDF) for its engineering needs. The proposed algorithms are used to solve high dimensional industrial problems in order to optimize the computational running times. Several solutions techniques are available in the field of computational contact mechanics but they must take into account the difficulties coming from non-smooth aspects due to Signorini-Coulomb laws coupled to large deformations of bodies and material non linearities. Firstly the augmented Lagrangian formulation so-called « stabilized Lagrangian » is introduced. Successively, the mathematical properties of the discrete operators are highlighted and furthermore a novel energetic function is presented. Secondly the kinematical condition with regard to the normal unknowns are reinforced through unconstrained optimization techniques which result to a novel formulation which is so-called « non standard augmented Lagrangian formulation ». Three types of strategies are implemented in the code. The generalized Newton method is developped : it is a method in which all the non linearities are solved in one loop of iterations. The partial Newton method is an hybrid technique between the generalized Newton one and a fixed point method
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27

Putta, Advaith. "Implementation of Augmented Reality applications to recognize Automotive Vehicle using Microsoft HoloLens : Performance comparison of Vuforia 3-D recognition and QR-code recognition Microsoft HoloLens applications." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17651.

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Context. Volvo Construction Equipment is planning to use Microsoft Hololens as a tool for the on-site manager to keep a track on the automotive machines and obtain their corresponding work information. For that, a miniature site has been build at PDRL BTH consisting of three different automotive vehicles. We are developing Augmented Reality applications for Microsoft Hololens to recognize these automotive vehicles. There is a need to identify the most feasible recognition method that can be implemented using Microsoft Hololens. Objectives. In this study, we investigate which among the Vuforia 3-D recognition method and the feasible method is best suited for the Microsoft Hololens and we also find out the maximum distance at which an automotive vehicle can be recognized by the Microsoft Hololens. Methods. In this study, we conducted a literature review and the number of articles has been reviewed for IEEE Xplore, ACM Digital Library, Google Scholar and Scopus sources. Seventeen articles were selected for review after reading their titles and abstracts of articles obtained from the search. Two experiments were performed to find out the best recognition method of the Microsoft Hololens and the maximum distance at which an automotive vehicle can be recognized by the Microsoft Hololens. Results. QR-code recognition method is the best recognition method to be used by Microsoft Hololens for recognizing automotive vehicles in the range of one to two feet and Vuforia 3-D recognition method is recommended for more than two feet distance. Conclusions. We conclude that the QR-code recognition method is suitable for recognizing vehicles in the close range (1-2 feet) and Vuforia 3-D object recognition is suitable for recognition for distance over two feet. These two methods are different from each other. One used the 3-D scan of the vehicle to recognize the vehicle and the other uses image recognition (using unique QR-codes). We covered effect of distance on the recognition capability of the application and a lot of work has to be done in terms of how does the QR-code size effects the maximum distance at which an automotive vehicle can be recognized. We conclude that there is a need for further experimentation in order to find out the impact of QR-code size on the maximum recognition distance.
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Jurvelin, Olsson Mikael, and Andreas Hild. "Pairs Trading, Cryptocurrencies and Cointegration : A Performance Comparison of Pairs Trading Portfolios of Cryptocurrencies Formed Through the Augmented Dickey Fuller Test, Johansen’s Test and Phillips Perron’s Test." Thesis, Uppsala universitet, Statistiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-385484.

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This thesis analyzes the performance and process of constructing portfolios of cryptocurrency pairs based on cointegrated relationships indicated by the Augmented Dickey-Fuller test, Johansen’s test and Phillips Peron’s test. Pairs are tested for cointegration over a 3-month and a 6-month window and then traded over a trading window of the same length. The cryptocurrencies included in the study are 14 cryptocurrencies with the highest market capitalization on April 24th 2019. One trading strategy has been applied on every portfolio following the 3-month and the 6-month methodology with thresholds at 1.75 and stop-losses at 4 standard deviations. The performance of each portfolio is compared with their corresponding buy and hold benchmark. All portfolios outperformed their buy and hold benchmark, with and without transaction costs set to 2%. Following the 3-month methodology was superior to the 6- month method and the portfolios formed through Phillips Peron’s test had the highest return for both window methods.
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29

Bujak, Keith Robert. "Transitional embedded instructions for manipulating physical objects." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/51897.

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There has been much research on how people use instructional information to gain procedural knowledge. In the context of procedures involving physical objects, however, there has been little research on the role these objects play in conveying procedural information. This study investigated how people used instructions – presented as either images or text – to assemble various physical objects. Objects were selected that either comprised uniquely shaped or interchangeable parts. Participants assembled each object twice, randomly receiving either image or text instructions for each build. They then assembled each object without the instructions and made judgments about the order of the procedure from memory. Image instructions generally resulted in faster and more accurate assemblies as well as more accurate memory for procedural order. These results were found only for objects with uniquely shaped parts. An object comprising interchangeable parts was readily assembled with either instructional type. Although text alone failed to provide any advantages, the combination of images and then text resulted in more consistent mental workload, which might be beneficial in some operational contexts. These results provide insights about how physical objects influence the use of and knowledge gained from procedural instructions.
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30

Hartwich, Franziska. "Supporting Older Drivers through Emerging In-Vehicle Technologies: Performance-Related Aspects and User Acceptance." Doctoral thesis, Universitätsbibliothek Chemnitz, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-230565.

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In the course of the current demographic change, the proportion of the population aged 65 and older is projected to steadily increase in many countries of the world (UN DESA Population Division, 2015). The ageing society is reflected in an increasing number of older road users (Koppel & Berecki-Gisolf, 2015), especially considering the growing need for older adults to maintain individual mobility (Eby & Molnar, 2012). This development raises new issues of transportation research, since age-related changes in mobility patterns as well as sensory, cognitive, and motor functions reduce older adults’ traffic safety (Polders, Vlahogianni, Leopold, & Durso, 2015). Accordingly, new strategies to aid older drivers and their mobility needs are required, which could potentially be provided by emerging in-vehicle technologies (Karthaus & Falkenstein, 2016). The overall aim of present dissertation project was to evaluate whether in-vehicle technologies that appear promising to support older drivers can actually contribute to their individual mobility, which requires an improvement in aspects related to driving performance as well as the acceptance of such systems in this age group. Therefore, contact-analogue head-up displays (also labelled as Augmented Reality Displays, ARDs) and highly automated driving were selected as two exemplary technologies, representing completely different levels of driving automation and accordingly different approaches to support drivers. The ARD-technology represents a technical implementation approach for IVIS and therefore an example for Automation Level 0 (no automation; SAE International, 2014) by helping the driver to execute the driving task manually through useful information. In contrast, the HAD-technology aims at supporting the driver by taking over the driving task, which corresponds to Automation Level 4 (high automation; SAE International, 2014). Despite these different approaches, both technologies were previously assumed to have a strong potential to support especially older drivers (Meyer & Deix, 2014; Polders et al., 2015; Rusch et al., 2013; Schall et al., 2013). Three empirical studies were conducted to examine performance- and acceptance-related aspects of both technologies. All studies were carried out with a group of older drivers (maximum age range: 65 85 years) and a younger comparison group (maximum age range: 25-45 years) representing the ‘average’ (i.e. young, but experienced) driver in order to identify age-specific results. Focusing on performance-related aspects of the ARD-technology, Study I represents a reaction time experiment conducted in a driving simulator. One age-specific beneficial function of such an ARD is to provide prior information about approaching complex traffic situations, which addresses older drivers’ tendency to process multiple information successively (serially) rather than simultaneously (parallel) (Davidse, Hagenzieker, van Wolffelaar, & Brouwer, 2009; Küting & Krüger, 2002). Therefore, the aim of this study was to examine the effects of an ARD providing prior information about approaching intersections on drivers’ speed and accuracy of perceiving these intersections, which is considered a necessary precondition for a safe driving performance (Crundall & Underwood, 2011). Based on concerns about the counterproductive effects of presenting information via an ARD, especially in cases of inaccurate information, system failures were included in this examination. The ARD-information aided drivers from both age groups in identifying more relevant aspects of the intersections without increasing response time, indicating the potential of the system to support both older and younger drivers in complex traffic situations. Experiencing system failures (i.e. inaccurate information) did offset this positive effect for the study’s duration, particularly for older drivers. This might be because it was difficult to ignore inaccurate prior information due to their presentation via an ARD. Study II represents a driving simulator study on acceptance-related aspects of an ARD providing prior information about approaching intersections. This study focused on the effects of system experience on drivers’ acceptance as well as on the identification of age-specific acceptance barriers that could prevent older drivers from using the technology. In summary, older and younger drivers’ evaluation of the ARD was positive, with a tendency to more positive evaluations with than without system experience in the driving simulator. Compared to the younger group, older drivers reported a more positive attitude towards using the ARD, even though they evaluated their self-efficacy in handling the system and environmental conditions facilitating its usage as less strong. Both performance- and acceptance-related aspects of HAD were addressed in Study III, a two-stage driving simulator study. The focus of the performance perspective shifted in parallel with the shift of the human role from driver to passenger due to the increasing driving automation. Accordingly, the examination of HAD was focused on the human evaluation of the automated system’s driving performance. In this context, affective components of human-automation interaction, such as comfort and enjoyment, are considered important for the acceptance and thus usage of automated vehicles (Tischler & Renner, 2007). It is assumed that the implemented driving style has an impact on such affective components in the context of HAD (Bellem, Schönenberg, Krems, & Schrauf, 2016). One theoretical approach to increase the comfort of HAD recommends the implementation of familiar, natural driving styles to mimic human control (Elbanhawi, Simic, & Jazar, 2015). Therefore, the effects of driving automation and the familiarity of the HAD-style on driving comfort and enjoyment were examined. Automation increased both age groups’ comfort, but decreased younger drivers’ enjoyment. For all dependent variables, driving style familiarity significantly interacted with drivers’ age the same way: while younger drivers preferred a familiar HAD-style, older drivers preferred an unfamiliar driving style in a highly automated context. Accordingly, the familiarity approach can be supported at least for younger drivers, but not for older drivers, whose manual driving styles are characterised by strategies to compensate for age-related impairments of sensory, cognitive, or motor functions. HAD-style preferences of this age group seem to be more influenced by the desire to regain a driving style free from these compensation strategies than by a need for familiar driving manoeuvres. In parallel with the evaluation of the ARD, acceptance-related issues in the context of HAD included the effects of system experience on drivers’ acceptance and potential age-specific acceptance barriers. Considering a system-specific design issue, it was additionally examined whether drivers’ acceptance of HAD is modifiable by the familiarity of the implemented driving style. In this driving simulator study, members of both age groups showed slightly positive a priori acceptance ratings, which significantly increased after the initial experience and remained stable afterwards. Similar to drivers’ acceptance of the ARD, older drivers reported a more positive attitude towards using HAD despite their lower self-assessed self-efficacy and environmental conditions facilitating HAD-usage compared to younger drivers. Regarding HAD-style, acceptance was subject to the same interaction between drivers’ age and driving style familiarity as driving comfort and enjoyment. These findings demonstrate that effective approaches to support the independent mobility of older adults are provided by emerging in-vehicle technologies on different levels of driving automation. The majority of the performance-related improvements did apply to both older and younger drivers, confirming that automotive technologies suggested for older drivers have the potential to support drivers of other age groups as well. Regarding drivers’ acceptance, findings suggest that both systems would be accepted by different age groups, which correspondents to the results from the performance perspective. The comparable acceptance patterns identified for two systems at different stages of driving automation, such as ARDs and HAD, indicate underlying general aspects of older adults’ acceptance of in-vehicle technologies. This includes their strong need to preserve their individual mobility as well as their lower self-efficacy in handling relevant technologies and insufficient access to a support infrastructure. These insights can enrich both theories of older drivers’ acceptance of in-vehicle technologies and measures to ensure the successful development and introduction of systems aiding them in maintaining a safe individual mobility. Considering the importance of driving for older adults’ physiological and psychological well-being (e.g. Adler & Rottunda, 2006; Lutin, Kornhauser, & Lerner-Lam, 2013), these results emphasise the potential of emerging in-vehicle technologies to improve both older drivers’ traffic safety and quality of life
Im Zuge des aktuellen demografischen Wandels wird für zahlreiche Länder der Welt eine stetige Zunahme des Bevölkerungsanteils von Personen im Alter von 65 Jahren und älter prognostiziert (UN DESA Population Division, 2015). Die daraus resultierende alternde Gesellschaft spiegelt sich auch in der steigenden Anzahl älterer Verkehrsteilnehmer wieder (Koppel & Berecki-Gisolf, 2015). Dieser Effekt wird durch das ebenfalls ansteigende Bedürfnis älterer Personen, ihre Individualmobilität auch bis ins hohe Alter hinein aufrecht zu erhalten, noch verstärkt (Eby & Molnar, 2012). Berücksichtigt man die Auswirkungen altersbedingter Veränderungen von Mobilitätsmustern und fahrrelevanten Fähigkeiten auf die Sicherheit älterer Verkehrsteilnehmer (Polders et al., 2015), stellt diese demographische Entwicklung neue Herausforderungen an die Verkehrsforschung. So bedarf es neuartiger Strategien zur Unterstützung älterer Fahrzeugführer und ihrer Mobilitätsbedürfnisse. Aufgrund aktueller technologischer Entwicklungen eröffnen vor allem durch neuartige Fahrzeugtechnologien zur Fahrerunterstützung innovative Möglichkeiten, diesem Bedarf gerecht zu werden (Karthaus & Falkenstein, 2016). An diesem Punkt setzt die vorliegende Dissertation an. Ziel des Dissertationsprojektes war es zu evaluieren, inwieweit aktuell in Entwicklung befindliche Fahrzeugtechnologien, die aus theoretischer Sicht als geeignete Mittel zur Unterstützung älterer Fahrer erscheinen, tatsächlich zu deren Individualmobilität beitragen können. Um das Potential derartiger Technologien abzuschätzen, wurde einerseits untersucht, inwieweit sie zur Verbesserung von Variablen, die in Beziehung zur Fahrleistung stehen, beitragen können. Anderseits wurde ihre Akzeptanz bei potentiellen zukünftigen Nutzern evaluiert. Für diese Untersuchungen wurden zwei exemplarische Technologien als Repräsentanten grundlegend unterschiedlicher Stufen der Fahrzeugautomatisierung ausgewählt: ein kontaktanaloge Head-up Display (auch Augmented Reality Display, ARD) und hochautomatisiertes Fahren. ARDs stellen einen technologischen Ansatz zur Implementierung von Fahrerinformationssystemen und dementsprechend ein Beispiel für Automatisierungsstufe 0 (no automation; SAE International, 2014) dar, indem sie den Fahrer durch die Bereitstellung verkehrsrelevanter Informationen bei der manuellen Ausführung der Fahraufgabe unterstützen. Im Gegensatz dazu zielt die Technologie des hochautomatisierten Fahrens auf eine Unterstützung des Fahrers durch die vollständige Übernahme der Fahraufgabe ab, was Automatisierungsstufe 4 (high automation; SAE International, 2014) entspricht. Trotz dieser grundlegend unterschiedlichen Ansätze wird beiden Technologien ein hohes Potential zur Unterstützung insbesondere älterer Fahrer zugesprochen (Meyer & Deix, 2014; Polders et al., 2015; Rusch et al., 2013; Schall et al., 2013). Die Untersuchung Performanz- und Akzeptanz-bezogener Aspekte beider Technologien erfolgte im Rahmen von drei empirische Studien. Um altersspezifische Befunde identifizieren zu können, wurden allen Studien mit Vertretern der Zielgruppe von älteren Fahrern (65-85 Jahre alt) sowie einer jüngeren Vergleichsgruppe ‚durchschnittlicher‘ (d.h. junger, erfahrener) Fahrer (25-45 Jahre alt) durchgeführt. Bei Studie I handelte es sich um eine im Fahrsimulator durchgeführte Reaktionszeitstudie, in deren Rahmen Leistungs-bezogene Aspekte von ARDs untersucht wurden. Unter den vielfältigen Möglichkeiten zur Anwendung dieser Technologie wird vor allem die Präsentation von Vorinformationen über bevorstehende komplexe Fahrsituationen während der Fahrt als gewinnbringend für ältere Fahrer eingestuft. Diese Strategie adressiert die Tendenz älterer Fahrer zu einer eher seriellen als parallelen Verarbeitung gleichzeitig verfügbarer Informationen während der Fahrt (Davidse et al., 2009; Küting & Krüger, 2002). Vor diesem Hintergrund lag der Fokus von Studie I auf den Effekten einer kontaktanalogen Präsentation von Vorinformationen über bevorstehende Kreuzungen auf die Geschwindigkeit und Genauigkeit der Wahrnehmung dieser Kreuzungen durch den Fahrer, was eine Grundvoraussetzung für eine sichere Fahrleistung darstellt (Crundall & Underwood, 2011). Basierend auf bestehenden Befürchtungen über kontraproduktive Effekte einer kontaktanalogen Informationsdarstellung während der Fahrt, insbesondere im Falle inkorrekter Informationen, wurden zudem die Auswirkungen von Systemfehlern untersucht. Mit Hilfe der kontaktanalogen Vorinformationen gelang es sowohl älteren als auch jüngeren Fahrern, ohne erhöhten Zeitbedarf einen höheren Anteil relevanter Aspekte in Kreuzungssituationen wahrzunehmen. Allerdings wurde die positive Systemwirkung durch das Erleben von Systemfehlern (in diesem Fall inkorrekten Vorinformationen) zumindest für die Dauer der Untersuchung aufgehoben. Dieser Effekt war besonders ausgeprägt für ältere Fahrer und könnte auf die Schwierigkeit, inkorrekte Informationen auf Grund ihrer Darstellung im ARD zu ignorieren, zurückzuführen sein. Studie II stellte eine Fahrsimulatorstudie zu Akzeptanz-bezogenen Aspekten eines ARDs, welches dem Fahrer Vorinformationen über bevorstehende Kreuzungen zur Verfügung stellt, dar. Inhalt dieser Studie waren zum einen die Effekte von Systemerfahrung auf die Nutzerakzeptanz des Systems, zum anderen altersspezifische Akzeptanzbarrieren, welche ältere Fahrer potentiell von der Nutzung der Technologie abhalten könnten. Insgesamt bewerteten sowohl ältere als auch jüngere Fahrer das ARD positiv. Dabei fielen Bewertungen auf Basis von Systemerfahrung im Fahrsimulator tendenziell besser aus als Bewertungen ohne vorherige Systemerfahrung. Obwohl ältere Fahrer im Vergleich zu jüngeren Fahrern ihre Selbstwirksamkeit im Umgang mit dem ARD sowie Umgebungsfaktoren, welche dessen Nutzung unterstützen könnten, als geringer ausgeprägt wahrnahmen, war die positive Einstellung gegenüber der Nutzung des Systems bei ihnen im Durchschnitt stärker ausgeprägt. Leistungs- und Akzeptanz-bezogene Aspekte des hochautomatisierten Fahrens wurden in Studie III, einer zweistufigen Fahrsimulatorstudie, untersucht. Parallel zur Veränderung der Rolle des Menschen vom Fahrzeugführer zum Passagier im Zuge der zunehmenden Fahrzeugautomatisierung veränderte sich dabei auch der Fokus der Leistungsperspektive. Dem entsprechend stand die Bewertung der Fahrleistung des automatisierten Systems durch den mitfahrenden Menschen im Mittelpunkt dieser Untersuchung. Affektive Komponenten der Mensch-Automatisierungs-Interaktion wie Fahrkomfort und Fahrspaß werden in diesem Kontext als bedeutsam zur Gewährleistung der Nutzerakzeptanz und damit auch Nutzung automatisierter Fahrzeuge betrachtet (Tischler & Renner, 2007). Es wird angenommen, dass derartige affektive Komponenten im Kontext des hochautomatisierten Fahrens vor allem vom implementierten Fahrstil abhängen (Bellem et al., 2016). In einem theoretischen Ansatz zur Verbesserung des Fahrkomforts wird die Implementierung vertrauter (d.h. dem eigenen manuellen Fahrstil ähnlicher) Fahrstile empfohlen, um einen menschlichen Fahrzeugführer nachzuahmen und so Bedenken gegenüber einer automatisierten Fahrzeugführung abzubauen (Elbanhawi et al., 2015). Diesem Ansatz folgend wurden in Studie III die Effekte der Fahrzeugautomatisierung sowie der Ähnlichkeit des implementierten Fahrstils zum individuellen manuellen Fahrstil des jeweiligen Fahrers auf Fahrkomfort und Fahrspaß untersucht. Es konnte gezeigt werden, dass mit höherer Automatisierung der Fahrkomfort älterer und jüngerer Fahrer anstieg, der Fahrspaß jüngerer Fahrer sich jedoch verringerte. Alle abhängigen Variablen wurden von einer vergleichbaren Interaktion zwischen Fahreralter und Fahrstilähnlichkeit beeinflusst: Während jüngere Fahrer hochautomatisierte Fahrstile bevorzugten, die ihren jeweiligen manuellen Fahrstilen ähnelten, präferierten ältere Fahrer im hochautomatisierten Kontext eher unähnliche Fahrstile. Dem entsprechend kann der Vertrautheitsansatz basierend auf den Ergebnissen von Studie III zumindest für jüngere Fahrer unterstützt werden, nicht aber für die Zielgruppe älterer Fahrer, deren manuelle Fahrstile durch Kompensationsstrategien zum Ausgleich altersbedingter Einschränkungen ihrer sensorischen, kognitiven und motorischen Fähigkeiten geprägt sind. Fahrstilpräferenzen im hochautomatisierten Kontext scheinen in dieser Altersgruppe mehr von dem Wunsch, einen von diesen Kompensationsstrategien unbeeinträchtigten Fahrstil wiederzuerlangen, geprägt zu sein als von dem Bedürfnis nach vertraut gestalteten Fahrmanövern. Analog zur Evaluation des ARDs beinhaltete die Untersuchung Akzeptanz-bezogener Aspekte des hochautomatisierten Fahrens die Effekte von Systemerfahrung auf die Nutzerakzeptanz sowie potentielle altersspezifische Akzeptanzbarrieren. Einen systemspezifischen Designaspekt aufgreifend wurde zudem untersucht, ob die Nutzerakzeptanz des hochautomatisierten Fahrens ebenfalls durch den implementierten Fahrstil modifizierbar ist. Fahrer beider Altersgruppen berichteten tendenziell positive a priori Akzeptanzwerte, welche sich nach der Ersterfahrung mit dem System signifikant erhöhten und sich anschließend stabilisierten. Vergleichbar mit den Ergebnissen zum ARD war die positive Einstellung gegenüber der Nutzung eines hochautomatisierten Fahrzeuges bei älteren Fahrern im Durchschnitt stärker ausgeprägt als bei jüngeren, obwohl sie ihre Selbstwirksamkeit im Umgang mit dem System sowie unterstützende Umgebungsfaktoren als geringer ausgeprägt bewerteten. Bezüglich des hochautomatisierten Fahrstils unterlag die Systemakzeptanz derselben Interaktion zwischen Fahreralter und Fahrstilähnlichkeit wie Fahrkomfort und Fahrspaß. Diese Ergebnisse demonstrieren, dass Fahrzeugtechnologien auf verschiedenen Automatisierungsstufen effektive Ansätze zur Unterstützung der Individualmobilität älterer Personen liefern können. Die Mehrzahl der identifizierten Leistungs-bezogenen Verbesserungen zeigte sich sowohl für ältere als auch jüngere Fahrer. Diese Befunde weißen auf das Potential von Systemen, welche den Bedürfnissen älterer Fahrer entsprechen, zur Unterstützung verschiedener Altersgruppen hin. Die Ergebnisse der Akzeptanzperspektive deuten an, dass die evaluierten Systeme von Fahrern verschiedener Altersgruppen akzeptiert werden würden, was die Ergebnisse der Leistungsebene widerspiegelt. Die Vergleichbarkeit der Muster verschiedener Akzeptanzprädiktoren, welche für zwei Systeme auf grundlegend unterschiedlichen Automatisierungsstufen identifiziert werden konnten, legt die Existenz zugrundeliegender genereller Aspekte der Fahrzeugtechnologie-Akzeptanz älterer Fahrer nahe. Diese beinhalten deren stark ausgeprägtes Bedürfnis zur Erhaltung ihrer Individualmobilität sowie deren geringere Selbstwirksamkeit im Umgang mit relevanten Technologien und den unzureichenden Zugang zu unterstützenden Infrastrukturen. Diese Erkenntnisse liefern Implikationen für theoretische Modelle der Akzeptanz von Fahrzeugtechnologien durch ältere Fahrer sowie für Maßnahmen zur Absicherung einer erfolgreichen Entwicklung und Markteinführung von Systemen, die darauf abzielen, ältere Menschen beim Erhalt ihrer Individualmobilität zu unterstützen. Berücksichtigt man die Bedeutsamkeit des Fahrens eines eigenen Automobils für das physiologische und psychologische Wohlbefinden im Alter (Adler & Rottunda, 2006; Lutin et al., 2013; Whelan, Langford, Oxley, Koppel, & Charlton, 2006), unterstreichen diese Ergebnisse das Potential neu entstehender Fahrerunterstützungstechnologien für die Verbesserung der Verkehrssicherheit, aber auch Lebensqualität älterer Menschen
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31

Jacucci, G. (Giulio). "Interaction as performance:cases of configuring physical interfaces in mixed media." Doctoral thesis, University of Oulu, 2004. http://urn.fi/urn:isbn:9514276051.

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Abstract Mixed media, as artful assemblages of digital objects and physical artefacts, provide distinctive opportunities for experiential, presentational and representational interaction. In project-based learning of architecture design, participants staged spatial narratives with multiple projections, performed mixed objects and artefacts, and exploited bodily movements in mixed representations. These cases show how physical interfaces in mixed media acquire a spatial dimension, integrate physical artefacts and bodily movements and propose configurability as a central feature. A perspective based on anthropological concepts of performance makes it possible to address these aspects in a coherent way, pointing to sense experience, the individuality and collective emergence of expression and its diachronic and event-like character. From this perspective, interaction is part of expressive events aimed at generating new insights for participants (interchangeable performers and spectators) privileging sense experience. Events are the outcome of configurations of space, artefacts and digital media, and are characterised by a simultaneousness of doing and undergoing, of bodily presence and representation. More importantly, the performance perspective suggests a particular temporal view of interaction, based on the concept of event, addressing a neglected granularity of analysis between the moment-by-moment unfolding of interaction and the longer term co-evolution of technology and practice. Implications of interaction as performance contribute to a wider program of interaction design, thereby providing alternatives to established human-computer interaction tenets: the notion of event is an alternative to the notion of task; perception in Dewey's terms replaces recognition proposing expression as an alternative to accountability and usability. Implications include looking at how space can be configured and staged instead of measured or simulated, and how situations can be staged instead of sensed and recognised, privileging the sensing human over the sensing system.
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Lanteri, Luis. "Modelos de VAR alternativos para pronósticos (VAR bayesianos y FAVAR): el caso de las exportaciones argentinas." Economía, 2012. http://repositorio.pucp.edu.pe/index/handle/123456789/117477.

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Exports are one of the key aggregates in the Argentina’s economy, both because to its links with thedomestic demand and by its influence on the behaviour of the trade balance and current account.Have adequate forecasts for this variable is useful to design policies to keep surpluses in the externalsector and prevent recurring crises seen in the past. In this work, we considered some modelsfor forecasting the performance of this aggregate, which could be an alternative to the estimationof structural econometric models. For this purpose, we used two approaches: the first is based instandard and Bayesian VARs (Minnesota prior, Gibbs sampler, partial BVAR and BVAR-Kalman). Thelatter combines the evidence in the data with any prior information that may also be available. Thesecond approach considers the FAVAR (Factor-augmented VAR) models, which combines the standardVAR with factor analysis. Finally, we evaluated the forecasting ability of different models.
Las exportaciones representan uno de los agregados más importantes de la economía argentina,tanto por su vinculación con la demanda doméstica como por su influencia en el comportamientode la balanza comercial y de la cuenta corriente. Disponer de adecuados pronósticos deesta variable resulta útil a fin de diseñar políticas que permitan mantener superávit en el sectorexterno y evitar las recurrentes crisis observadas en el pasado. En este trabajo, se consideran algunosmodelos destinados a la realización de pronósticos de dicho agregado, los cuales podrían seruna alternativa a la estimación de sistemas econométricos estructurales. A tal efecto, se utilizandos propuestas: la primera se basa en modelos de VAR sin restricciones y Bayesianos (‘Minnesota’prior, ‘Gibbs sampler’, parcial BVAR y BVAR-Kalman). Estos últimos consideran supuestos a priori(‘prior’) e información histórica de las series de tiempo empleadas. La segunda propuesta descansaen modelos FAVAR (Factor-aumentado VAR), que combinan los VAR con el análisis de factores.Finalmente, se evalúa la capacidad de pronóstico de los distintos modelos.
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33

Kluth, Stephan. "Quantitative modeling and analysis with FMC-QE." Phd thesis, Universität Potsdam, 2011. http://opus.kobv.de/ubp/volltexte/2011/5298/.

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The modeling and evaluation calculus FMC-QE, the Fundamental Modeling Concepts for Quanti-tative Evaluation [1], extends the Fundamental Modeling Concepts (FMC) for performance modeling and prediction. In this new methodology, the hierarchical service requests are in the main focus, because they are the origin of every service provisioning process. Similar to physics, these service requests are a tuple of value and unit, which enables hierarchical service request transformations at the hierarchical borders and therefore the hierarchical modeling. Through reducing the model complexity of the models by decomposing the system in different hierarchical views, the distinction between operational and control states and the calculation of the performance values on the assumption of the steady state, FMC-QE has a scalable applica-bility on complex systems. According to FMC, the system is modeled in a 3-dimensional hierarchical representation space, where system performance parameters are described in three arbitrarily fine-grained hierarchi-cal bipartite diagrams. The hierarchical service request structures are modeled in Entity Relationship Diagrams. The static server structures, divided into logical and real servers, are de-scribed as Block Diagrams. The dynamic behavior and the control structures are specified as Petri Nets, more precisely Colored Time Augmented Petri Nets. From the structures and pa-rameters of the performance model, a hierarchical set of equations is derived. The calculation of the performance values is done on the assumption of stationary processes and is based on fundamental laws of the performance analysis: Little's Law and the Forced Traffic Flow Law. Little's Law is used within the different hierarchical levels (horizontal) and the Forced Traffic Flow Law is the key to the dependencies among the hierarchical levels (vertical). This calculation is suitable for complex models and allows a fast (re-)calculation of different performance scenarios in order to support development and configuration decisions. Within the Research Group Zorn at the Hasso Plattner Institute, the work is embedded in a broader research in the development of FMC-QE. While this work is concentrated on the theoretical background, description and definition of the methodology as well as the extension and validation of the applicability, other topics are in the development of an FMC-QE modeling and evaluation tool and the usage of FMC-QE in the design of an adaptive transport layer in order to fulfill Quality of Service and Service Level Agreements in volatile service based environments. This thesis contains a state-of-the-art, the description of FMC-QE as well as extensions of FMC-QE in representative general models and case studies. In the state-of-the-art part of the thesis in chapter 2, an overview on existing Queueing Theory and Time Augmented Petri Net models and other quantitative modeling and evaluation languages and methodologies is given. Also other hierarchical quantitative modeling frameworks will be considered. The description of FMC-QE in chapter 3 consists of a summary of the foundations of FMC-QE, basic definitions, the graphical notations, the FMC-QE Calculus and the modeling of open queueing networks as an introductory example. The extensions of FMC-QE in chapter 4 consist of the integration of the summation method in order to support the handling of closed networks and the modeling of multiclass and semaphore scenarios. Furthermore, FMC-QE is compared to other performance modeling and evaluation approaches. In the case study part in chapter 5, proof-of-concept examples, like the modeling of a service based search portal, a service based SAP NetWeaver application and the Axis2 Web service framework will be provided. Finally, conclusions are given by a summary of contributions and an outlook on future work in chapter 6. [1] Werner Zorn. FMC-QE - A New Approach in Quantitative Modeling. In Hamid R. Arabnia, editor, Procee-dings of the International Conference on Modeling, Simulation and Visualization Methods (MSV 2007) within WorldComp ’07, pages 280 – 287, Las Vegas, NV, USA, June 2007. CSREA Press. ISBN 1-60132-029-9.
FMC-QE (Fundamental Modeling Concepts for Quantitative Evaluation [1]) ist eine auf FMC, den Fundamental Modeling Concepts, basierende Methodik zur Modellierung des Leistungsverhaltens von Systemen mit einem dazugehörenden Kalkül zur Erstellung von Leistungsvorhersagen wie Antwortzeiten und Durchsatz. In dieser neuen Methodik steht die Modellierung der hierarchischen Bedienanforderungen im Mittelpunkt, da sie der Ursprung aller dienstbasierenden Systeme sind. Wie in der Physik sind in FMC-QE die Bedienanforderungen Tupel aus Wert und Einheit, um Auftragstransformationen an Hierarchiegrenzen zu ermöglichen. Da die Komplexität durch eine Dekomposition in mehreren Sichten und in verschiedene hierarchische Schichten, die Unterscheidung von Operations- und Kontrollzuständen, sowie dazugehörige Berechungen unter Annahme der Stationarität reduziert wird, skaliert die Anwendbarkeit von FMC-QE auf komplexe Systeme. Gemäß FMC wird das zu modellierende System in einem 3-dimensionalen hierarchischen Beschreibungsraum dargestellt. Die quantitativen Kenngrößen der Systeme werden in drei beliebig frei-granularen hierarchischen bi-partiten Graphen beschrieben. Die hierarchische Struktur der Bedienanforderungen wird in Entity Relationship Diagrammen beschrieben. Die statischen Bedienerstrukturen, unterteilt in logische und reale Bediener, sind in Aufbaudiagrammen erläutert. Außerdem werden Petri Netze, genauer Farbige Zeit-behaftete Petri Netze, dazu verwendet, die dynamischen Abläufe, sowie die Kontrollflüsse im System zu beschreiben. Anschließend wird eine Menge von hierarchischen Gleichungen von der Struktur und den Parametern des Modells abgeleitet. Diese Gleichungen, die auf dem stationären Zustand des Systems beruhen, basieren auf den beiden Fundamental Gesetzen der Leistungsanalyse, dem Gesetz von Little und dem Verkehrsflussgesetz. Das Gesetz von Little definiert hierbei Beziehungen innerhalb einer hierarchischen Schicht (horizontal) und das Verkehrsflussgesetz wiederum Beziehungen zwischen hierarchischen Schichten (vertikal). Die Berechungen erlauben Leistungsvorhersagen für komplexe Systeme durch eine effiziente Berechnung von Leistungsgrößen für eine große Auswahl von System- und Lastkonfigurationen. Innerhalb der Forschungsgruppe von Prof. Dr.-Ing Werner Zorn am Hasso Plattner Institut an der Universität Potsdam ist die vorliegende Arbeit in einen größeren Forschungskontext im Bereich FMC-QE eingebettet. Während hier ein Fokus auf dem theoretischen Hintergrund, der Beschreibung und der Definition der Methodik als auch der Anwendbarkeit und Erweiterung gelegt wurde, sind andere Arbeiten auf dem Gebiet der Entwicklung einer Anwendung zur Modellierung und Evaluierung von Systemen mit FMC-QE bzw. der Verwendung von FMC-QE zur Entwicklung einer adaptiven Transportschicht zur Einhaltung von Dienstgüten (Quality of Service) und Dienstvereinbarungen (Service Level Agreements) in volatilen dienstbasierten Systemen beheimatet. Diese Arbeit umfasst einen Einblick in den Stand der Technik, die Beschreibung von FMC-QE sowie die Weiterentwicklung von FMC-QE in repräsentativen allgemeinen Modellen und Fallstudien. Das Kapitel 2: Stand der Technik gibt einen Überblick über die Warteschlangentheorie, Zeit-behaftete Petri Netze, weitere Leistungsbeschreibungs- und Leistungsvorhersagungstechniken sowie die Verwendung von Hierarchien in Leistungsbeschreibungstechniken. Die Beschreibung von FMC-QE in Kapitel 3 enthält die Erläuterung der Grundlagen von FMC-QE, die Beschreibung einiger Grundannahmen, der graphischen Notation, dem mathematischen Modell und einem erläuternden Beispiel. In Kapitel 4: Erweiterungen von FMC-QE wird die Behandlung weiterer allgemeiner Modelle, wie die Modellklasse von geschlossenen Netzen, Synchronisierung und Mehrklassen-Modelle beschrieben. Außerdem wird FMC-QE mit dem Stand der Technik verglichen. In Kapitel 5 werden Machbarkeitsstudien beschrieben. Schließlich werden in Kapitel 6 eine Zusammenfassung und ein Ausblick gegeben. [1] Werner Zorn. FMC-QE - A New Approach in Quantitative Modeling. In Hamid R. Arabnia, editor, Proceedings of the International Conference on Modeling, Simulation and Visualization Methods (MSV 2007) within WorldComp ’07, 280 – 287, Las Vegas, NV, USA, Juni 2007. CSREA Press. ISBN 1-60132-029-9.
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Frick, Urszula. "An Immersive Experience : Communicating the Past using AR/VR at Gamla Uppsala and Uppåkra Archaeological Centre." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106903.

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In the age of digitization, the use of Augmented and Virtual Reality as digital supplements to the traditional museum visit become much more frequent. The author of this study investigates development process, and the way history is communicated through the Gamla Upsala AR/VR and Uppåkra VR experiences. The development processes are analysed through the lens of design thinking perspective. The analysis of history communication through digital experience focuses on reflecting the concepts of performance of knowledge, archaeological imagination and narratology, and time travel. The research is based on qualitative material gathered from institutions (Gamla Uppsala Museum and Uppåkra Archaeological Centre) and software developers (Disir Productions AB and Elkington Communications AB) responsible for the creation and use of the digital experiences. Based on the answers, a comparison of the results from is provided, with the help of the theoretical framework. In the discussion, the author places the problematics of the design, production and communication of history through digital tools into a broader context, as well as discusses the extent to which they are reflected in the Gamla Uppsala AR/ VR and Uppåkra Archaeological Centre VR. Additionally, the study debates probable solutions for using VR/AR in the face of the COVID-19 pandemic.
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Kastel, Thiemo [Verfasser]. "Live Performances and Broadcast Productions with Augmented Reality / Thiemo Kastel." Gernsbach : Prof.(FH) Dr. Thiemo Kastel, kastel media solutions, 2017. http://d-nb.info/1139666266/34.

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36

Rhoades, Michael Jewell. "Composing Holochoric Visual Music: Interdisciplinary Matrices." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/102159.

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With a lineage originating in the days of silent films, visual music, in its current incarnation, is a relatively recent phenomenon when compared to an historically broad field of creative expression. Today it is a time-based audio/visual territory explored and mined by a handful of visual and musical artists. However, an extensive examination of the literature indicates that few of these composers have delved into the associable areas of merging virtual holography and holophony toward visual music composition. It is posited here that such an approach is extremely rich with novel expressive potential and simultaneously with numerous novel challenges. The goal of this study is, through praxis, to instantiate and document an initial exploration into the implementation of holochory toward the creation of visual music compositions. Obviously, engaging holochoric visual music as a means of artistic expression requires an interdisciplinary pipeline. Certainly, this is demonstrated in merging music and visual art into a cohesive form, which is the basis of visual music composition. However, in this study is revealed another form of interdisciplinarity. A major challenge resides with the development of the means to efficiently render the high-resolution stereoscopic images intrinsic to the animation of virtual holograms. Though rendering is a challenge consistent with creating digital animations in general, here the challenge is further exacerbated by the extensive use of multiple reflections and refractions to create complexity from relatively simple geometric objects. This reveals that, with the level of computational technology currently available, the implementation of high-performance computing is the optimal approach. Unifying such diverse areas as music, visual art, and computer science toward a common artistic medium necessitates a methodological approach in which the interdependency between each facet is recognized and engaged. Ultimately, a quadrilateral reciprocative feedback loop, involving the composer's sensibilities in addition to each of the other facets of the compositional process, must be realized in order to facilitate a cohesive methodology leading toward viability. This dissertation provides documentation of methodologies and ideologies undertaken in an initial foray into creating holochoric visual music compositions. Interlaced matrices of contextualization are intended to disseminate the processes involved in deference to composers who will inevitably follow in the wake of this research. Accomplishing such a goal is a quintessential aspect of practice-based research, through which new knowledge is gained during the act of creating. Rather than formulating theoretical perspectives, it is through the praxis of composing holochoric visual music that the constantly arising challenges are recognized, analyzed, and subsequently addressed and resolved in order to ensure progression in the compositional process. Though measuring the success of the resultant compositions is indeed a subjective endeavor, as is the case with all art, the means by which they are achieved is not. The development of such pipelines and processes, and their implementation in practice, are the basic building blocks of further exploration, discovery, and artistic expression. This is the impetus for this document and for my constantly evolving and progressing trajectory as a scholar, artist, composer, and computer scientist.
Doctor of Philosophy
In this paper the author explores the idea that, owing to their shared three-dimensional nature, holophons and holograms are well suited as mediums for visual music composition. This union is ripe with creative opportunity and fraught with challenges in the areas of aesthetics and technical implementation. Squarely situated upon the bleeding edge of phenomenological research and creative practice, this novel medium is nonetheless within reach. Here, one methodological pipeline is delineated that employs the convergence of holography, holophony, and super-computing toward the creation of visual music compositions intended for head mounted displays or large scale 3D/360 projection screens and high-density loudspeaker arrays.
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Bleuel, Petra. "Suffit-il de s’inspirer du "modèle allemand" pour augmenter la performance des PME françaises ?" Thesis, Université Côte d'Azur (ComUE), 2017. http://www.theses.fr/2017AZUR0038/document.

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Les PME françaises et allemandes font partie d’un contingent d’entreprises qui se distingue par une grande hétérogénéité. L’hétérogénéité des entreprises qui composent la catégorie des PME est la principale raison pour laquelle un cadre théorique unique les concernant n’a pas pu être défini. Les PME se distinguent des grandes entreprises non seulement par leur plus petite taille mais également par une plus grande flexibilité et réactivité, une grande proximité avec leurs clients et des liens étroits localisés avec leurs fournisseurs etc. De plus, on note également une différence entre les PME selon leur pays d’origine. Plusieurs rapports ont souligné la différence les PME françaises et celles qui composent le Mittelstand allemand. Ces dernières seraient plus grandes en taille, plus innovantes et plus actives à l’international que leurs alter ego françaises. Ces mêmes rapports constatent que la France pourrait avoir des performances supérieures en termes de croissance, d’emploi, de compétitivité et d’activités à l’international si on pouvait faire éclore un Mittelstand français. Le Mittelstand allemand ne se résume pas à une catégorie d’entreprises identifiables par leur taille, mais c’est plutôt un concept basé sur une culture entrepreneuriale favorisé par l’écosystème allemand. Notre analyse porte dans un premier temps sur les caractéristiques qui distinguent les PME françaises de celles appartenant au Mittelstand. Dans un deuxième temps notre étude porte sur le soutien public dont les PME françaises et allemandes bénéficient et dans quelle mesure on pourrait s’inspirer du soutien public allemand pour augmenter la performance des PME françaises
French and German SME belong to a category of firms which stand out from an important heterogeneity. Due to the wide variety of companies which compose the category of SMES, an overall theoretical framework hasn’t been defined. These firms are not only distinguished from large companies by their small size but also by their greater flexibility and reactivity, their proximity to their customers and close localized links with suppliers etc. Additionally, there is also a difference between SMEs according to their home country. Several reports have highlighted the difference of French SMEs and those of the German Mittelstand. The latter would be larger in size, more innovative and more active internationally than their French counterparts. These reports also show that France could have superior performance in terms of growth, employment, competitiveness and international activities if we could generate a French Mittelstand supporting SMEs through targeted measures. Contrary to the idea we have of the German Mittelstand, it does not boil down to a category of companies identifiable by their size, but rather to a concept based on an entrepreneurial culture favored by the German ecosystem. Our analysis focuses first on these companies constituting the Mittelstand to highlight their characteristics and their differences compared to French SMEs.In a second step, our study focuses on the support that SMEs in both countries benefit and to what extent one could draw inspiration from the German support or model to increase the performance of French SMEs
Französische und deutsche KMU sind Teil eines Kontingents von Unternehmen, die sich durch eine große Heterogenität auszeichnen. Die Heterogenität der Unternehmen, aus denen die KMU-Kategorie besteht, ist der Hauptgrund, warum ein einziger theoretischer Rahmen, der sie betrifft, nicht definiert werden konnte. KMU unterscheiden sich von größeren Unternehmen nicht nur durch ihre geringere Größe, sondern auch durch ihre größere Flexibilität, ihre Reaktionsfähigkeit, ihre Nähe zu ihren Kunden und enge lokale Verbindungen zu ihren Lieferanten usw. Darüber hinaus stellt man Unterschiede unter KMU fest, die aus verschieden Herkunftsländern kommen. In mehreren Berichten wurde der Unterschied zwischen französischen und deutschen KMU hervorgehoben. Die letzteren seien größer, innovativer und aktiver als die französischen alter ego. Dieselben Berichte zeigen, dass Frankreich bessere Ergebnisse in Bezug auf Wachstum, Beschäftigung, Wettbewerbsfähigkeit und internationale Aktivitäten erzielen könnte, wenn es möglich wäre einen französischen Mittelstand hervorzubringen. Der deutsche Mittelstand ist nicht nur eine durch ihre Größe identifizierbare Kategorie von Unternehmen, sondern ein Konzept, das auf einer vom deutschen Ökosystem begünstigten Unternehmenskultur basiert. Unsere Analyse konzentriert sich zunächst auf die Merkmale, die französische KMU von denen des Mittelstands unterscheiden. Zweitens konzentriert sich unsere Studie auf die öffentliche Unterstützung, von der französische und deutsche KMU profitieren, und inwieweit man sich von der deutschen öffentlichen Unterstützung inspirieren lassen kann, um die Leistungsfähigkeit französischer KMU zu steigern
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38

Fdili, Alaoui Sarah. "Analyse du geste dansé et retours visuels par modèles physiques : apport des qualités de mouvement à l'interaction avec le corps entier." Phd thesis, Université Paris Sud - Paris XI, 2012. http://tel.archives-ouvertes.fr/tel-00805519.

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La présente thèse a pour but d'approfondir l'étude du geste dans le cadre de l'interaction Homme Machine. Il s'agit de créer de nouveaux paradigmes d'interaction qui offrent à l'utilisateur de plus amples possibilités d'expression basées sur le geste. Un des vecteurs d'expression du geste, très rarement traité en Interaction Homme Machine, qui lui confère sa coloration et son aspect, est ce que les théoriciens et praticiens de la danse appellent " les qualités de mouvement ". Nous mettons à profit des collaborations avec le domaine de la danse pour étudier la notion de qualités de mouvement et l'intégrer à des paradigmes d'interaction gestuelle. Notre travail analyse les apports de l'intégration des qualités de mouvement comme modalité d'interaction, fournit les outils propices à l'élaboration de cette intégration (en termes de méthodes d'analyse, de visualisation et de contrôle gestuel), en développe et évalue certaines techniques d'interaction.Les contributions de la thèse se situent d'abord dans la formalisation de la notion de qualités de mouvement et l'évaluation de son intégration dans un dispositif interactif en termes d'expérience utilisateur. Sur le plan de la visualisation des qualités de mouvement, les travaux menés pendant la thèse ont permis de démontrer que les modèles physiques masses-ressorts offrent de grandes possibilités de simulation de comportements dynamiques et de contrôle en temps réel. Sur le plan de l'analyse, la thèse a permis de développer des approches novatrices de reconnaissance automatique des qualités de mouvement de l'utilisateur. Enfin, à partir des approches d'analyse et de visualisation des qualités de mouvement, la thèse a donné lieu à l'implémentation d'un ensemble de techniques d'interaction. Elle a appliqué et évalué ses techniques dans le contexte de la pédagogie de la danse et de la performance.
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Kain, Saskia. "Entwickler von komplexen Mensch-Maschine-Systemen." Doctoral thesis, Humboldt-Universität zu Berlin, Lebenswissenschaftliche Fakultät, 2017. http://dx.doi.org/10.18452/17729.

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Automation ist heute in allen Lebensbereichen zu finden. Die „zuverlässige“ Automation soll den „unzuverlässigen“ Menschen (Benutzer/Operateur) entlasten, kompensieren, teilweise sogar ersetzen. Eine Automation kann jedoch Fehler machen, wurde sie doch von „unzuverlässigen“ Menschen (Entwicklern) entwickelt. Deshalb verfolgte das Projekt ATEO einen in der Forschung bisher nur theoretisch betrachteten Ansatz zur Optimierung der Funktionallokation zwischen Mensch und Maschine. Hierbei handelt es sich um die Optimierung der Arbeitsteilung zwischen Operateuren und Entwicklern von komplexen, dynamischen, technischen Systemen inklusive Automationen. Diese Dissertation beschäftigt sich mit den Leistungsdeterminanten dieser Entwickler. Die bisher in der Literatur beschriebenen Befunde zu diesen Leistungsdeterminanten wurden zu einem deskriptiven „Modell der Leistungsdeterminanten von Entwicklern“ zusammengetragen. Anschließend wurde die potentielle Leistungsdeterminante „Informationsverfügbarkeit“ unter Einsatz von 90 professionellen Entwicklern experimentell beleuchtet. Zur Erfassung der abhängigen Variable „Güte der Automatikkonzepte“ wurde ein Bewertungsinstrument entwickelt. Zudem wurde die Komplexität der verwendeten Versuchsumgebung „Socially Augmented Microworld“ experimentell erhöht, damit für professionelle Entwickler die Konzeption von Automatiken nicht zu leicht ist. Zusätzlich wurde eine Automatiksoftware zur Implementierung und Konfiguration der von den Entwicklern konzipierten Automatiken entwickelt. Durch die Untersuchung konnte gezeigt werden, dass die Kontrollvariablen „Erfahrungsindex“, „Witzanzahl“ und „Leistungsmotiv HE“ einen höheren Einfluss auf die Güte des Konzeptions¬ergebnisses haben als die systematisch variierte „Informationsverfügbarkeit“. Erst durch Eliminierung der Wirkung dieser Kontrollvariablen konnte ein signifikanter Einfluss der zur Verfügung gestellten Informationen auf die Güte der Automatikkonzepte nachgewiesen werden.
Automation is currently to be found in all aspects of life. “Reliable” automation is believed to take the pressure off, to compensate, or even displace the “unreliable” human (user/operator). However, as a consequence of being developed by “unreliable” humans (developers) automations can also be susceptible to error. The Project ATEO (division of work between developers and operators) pursues an, so far in researches only theoretical considered, approach to optimize the function allocation between human and machine. It is about an optimization of the division of responsibilities between operators and developers of complex, dynamic, technical systems including automations. This thesis concerns the performance determinants of these developers. Literature regarding the previous findings of performance determinants research were gathered into a descriptive "model of developers'' performance determinants". Subsequently, the potential performance determinant "information availability" was examined experimentally by using 90 professional developers. To capture the dependent variable "quality of automation concepts" an assessment tool was developed. Moreover, the complexity of the used test environment "Socially Augmented Microworld" was experimentally heightened to ensure that for these developers the conception of automatic functions was not too easy. Also, an automations software was designed to enable the implementation and configuration of the developer-created automations. The results of the experiment with the professional developers showed that the control variables “experience index”, “number of jokes” and “achievement motive hope of success” had a higher influence on the quality of the design result as the systematically varied "information availability". Only by eliminating the effect of these control variables a significant influence of the performance determinant “information availability” on the quality of automation conceptions was attested.
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40

Hall, Kendra. "The Use of Augmental Rules to Increase Data Collection by Staff Serving Individuals with Disabilities." OpenSIUC, 2016. https://opensiuc.lib.siu.edu/theses/1955.

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The purpose of the study was to evaluate how augmental rules placed in a workplace setting can increase staff data collection. The agencies included residential settings and day programs for adults with disabilities. The residential settings and day programs are designed to prepare adults to function and live in various settings by promoting independence in daily living, social integration, responsible decision making, and economic self-sufficiency. This study utilized a between group analysis of 25 experimental subjects and a quasi-randomized control group to evaluate the influence of augmental rules to increase data collection behaviors by staff. The results of this study showed that the inclusion of augmental rules resulted in a significant increase in staff data collection compared to the control group (p value of .001)
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41

Abdel-Razek, Abdul-Rahman. "Impacts des technologies immersives sur Prototypage de services : Examiner les performances, l'expérience et l'acceptation des différentes formes de prototype de service." Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE038.

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De nos jours, le prototypage est largement utilisé dans l'industrie pour explorer des alternatives de conception en impliquant toutes les parties prenantes du projet. Cela est particulièrement vrai au stade antérieur du processus de conception lors des activités de Co-création et d'exploration. Cependant, les prototypes ont différentes formes, telles que : des formes physiques comme des maquettes, souvent basées sur l'impression 3D, ou des formes virtuelles basées sur des technologies immersives comme la réalité virtuelle (VR), la réalité augmentée (AR) ou même la réalité mixte (MR). Le principal avantage du prototypage a été synthétisé dans une phrase simple, exprimée par John Meada, un ancien professeur du MIT : « Si une image vaut mille mots, un prototype vaut mille réunions », cité par Banfield et al. (2017). Plus récemment, le secteur des services a également commencé à adopter le prototypage pour explorer des alternatives de conception de services (Blomkvist, 2014). Cela implique différents niveaux de complexité de service, tels que : conseil en ligne, configurateurs de machines et simulateurs pour la formation des opérateurs de machines ou plus simplement des conseils de montage et de démontage. Néanmoins, le corpus actuel de connaissances sur le prototypage de services manque de comparaison entre les formes de prototype de service (SP) - conventionnelles et immersives - qui aideraient les entreprises du secteur des services à sélectionner la forme de SP la plus appropriée. Dans ce contexte du secteur des services, notre enquête vise à apporter de nouvelles connaissances sur l'impact potentiel des technologies immersives sur la SP. Dans l'ensemble, cela aiderait les organisations de services à expérimenter une idée de service avant même que ce service existe réellement ou à prévoir la forme de SP la plus appropriée en fonction de leur contexte spécifique et du degré de complexité du service.Une revue de la littérature a été réalisée afin d'identifier les facteurs d'impact objectifs et subjectifs potentiels. Notre modèle théorique d'adoption de SP créé permet de comparer différentes formes de prototypes de services en fonction de leurs performances respectives en termes d'achèvement, d'erreurs et de perception de l'utilisation. Ce modèle a été utilisé pour concevoir une expérience, qui implique des méthodes mixtes, permettant de collecter une quantité suffisante de données quantitatives pour exécuter une approche formative d'analyse statistique pour valider notre modèle d'adoption de SP. Tout d'abord, notre étude empirique a permis de valider notre modèle d'adoption de SP. Deuxièmement, il a dévoilé l'impact positif des technologies immersives sur le prototypage de services pour obtenir une expérience anticipée avant la mise en œuvre d'un service. Troisièmement, il a révélé les performances supérieures des formes AR et MR-SP par rapport aux formes VR et SP conventionnelles. Enfin, outre le fait évident que seules les formes AR et MR-SP permettent d'apprendre simultanément une opération de service, la forme VR-SP est celle qui présente le score d'immersion et d'adoption le plus élevé, notamment parce qu'elle permet d'explorer un service avant qu'il n'existe réellement
Nowadays, prototyping is widely used in the industry for exploring design alternatives by engaging all project stakeholders. This is especially true at the earlier stage of the design process during both co-creation and exploration activities. However, prototypes have different forms, such as: physical forms like mock-ups, often based on 3D-printing, or virtual forms based on immersive technologies like Virtual Reality (VR), Augmented Reality (AR) or even Mixed Reality (MR). The main advantage of prototyping has been synthesized in a simple sentence, expressed by John Meada, a former MIT professor: “If a picture is worth a thousand words, a prototype is worth a thousand meetings”, cited by Banfield et al. (2017). More recently, the service sector has started to also adopt prototyping for exploring service design alternatives (Blomkvist, 2014). This involves different levels of service complexity, such as: online consultancy, machine configurators, and simulators for the training of machine operators or more simply assembly and disassembly guidance. Nevertheless, the current body of knowledge on Service Prototyping is lacking comparison among Service Prototype (SP) forms - conventional versus immersive - that would help businesses in the service sector to select the most appropriate SP form. In this context of the service sector, our investigation aims to bring new knowledge about the potential impact of immersive technologies on SP. Overall, it would help service organizations to experience a service idea even before this service really exists or to foresee which SP form is the most appropriate according to their specific context and degree of service complexity.A literature review was carried out in order to identify potential objective and subjective impact factors. Our created theoretical SP adoption model allows comparing different forms of Service Prototypes according to their respective performance in terms of completion, errors, and usage perception. This model was used to design an experiment, which involves mixed methods, allowing collecting a sufficient amount of quantitative data for running a statistical analysis formative approach for validating our SP adoption model. First of all, our empirical study has allowed validating our SP adoption model. Secondly, it has unveiled the positive impact of immersive technologies on service prototyping for getting an anticipated experience before a service is implemented. Thirdly, it has revealed the higher performance of AR- and MR-SP forms compared to VR and conventional SP forms. Finally, besides the obvious fact that only AR- and MR-SP forms allow to simultaneously learn a service operation, the VR-SP form is the one exhibiting the highest immersiveness and adoption score, especially because it allows exploring a service before it really exists
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42

Raymond, Gaëtan. "Etude mécanique des films de nitrure de silicium fortement contraints utilisés pour augmenter les performances des transistors CMOS." Grenoble INPG, 2009. https://tel.archives-ouvertes.fr/tel-00520427.

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Cette étude porte sur la caractérisation physique, chimique et mécanique de films minces de nitrure de silicium. Ces films sont utilisés pour accroître les performances des transistors en induisant une déformation dans le canal. Pour ce faire les films sont fortement contraints par les conditions de dépôts. Pour améliorer encore plus les performances des transistors, la contrainte du film a été augmentée en utilisant des films multicouches avec traitement plasma. Ce traitement engendre une désorption d'hydrogène permettant la recombinaison de nouvelles liaisons Si-N, conduisant à l'augmentation de la contrainte. Lors de cette première phase de densification, on constate par ailleurs que le module de Young augmente aussi bien dans plan que hors-plan. Ensuite, si le traitement se prolonge, la désorption s'arrête et on constate une deuxième phase au cours de laquelle la porosité du film diminue fortement. Cette diminution semble corrélée à l'accroissement supérieur du module de Young dans le plan par rapport à celui hors-plan, conduisant à une anisotropie du film. On suppose donc que les pores sont de forme colonnaire dans la direction hors-plan
This study relates to the physical, chemical and mechanical characterization of silicon nitride thin film. These films are used to increased the performances of the transistors by inducing a strain in to the channel. With this intention, the films are strongly stressed by depositions conditions. To improve even more the performances of the transistors, the film stress was increased by using multi-layer films with plasma treatment. This treatment generates a hydrogen desorption allowing the recombination of new Si-N links, leading to a stress increase. At the time of the first phase of densification, one notes in addition that the Young's modulus increases as well as in plan as out-of plan. Then, if the treatment is prolonged, desorption stops and one notes a second phase during which the porosoty of film strongly decreases. This reduction seems correlated with the higher increase in the Young's modulus in the plan compared to that out-of plan, leading to film anisotropy. It is thus supposed that the pores are column-like form in the direction out-of plan
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43

Baudry, Ludovic. "Contribution à l'optimisation du cercle au cheval d'arçons : influence du niveau d'expertise sur les variables cinematiques du cercle : influence du feedback augmenté sur la performance au cheval d'arçons." Rouen, 2004. http://www.theses.fr/2004ROUEL484.

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Le cercle constitue l’élément de base au cheval d’arçons. Sa maîtrise nécessite une coordination segmentaire complexe acquise au cours d’un long processus d’apprentissage et d’intégration de feedback intrinsèques et extrinsèques. Les connaissances théoriques relatives à l’apprentissage moteur positionnent le feedback concomitant et vidéo comme des procédures pertinentes d’optimisation du cercle. Une première analyse 3D (Vicon) du cercle a permis d’identifier l’alignement segmentaire des gymnastes comme la variable fondamentale à la réalisation correcte du cercle. Deux protocoles d’apprentissage ont ensuite été élaborés afin d’optimiser cette variable. Les résultats ont révélé que les gymnastes s’entraînant en situation expérimentale, assistés de feedback concomitant ou vidéo, amélioraient leur niveau de performance significativement plus rapidement qu’en situation traditionnelle d’entraînement
The circle movement is the fundamental exercise performed on pommel horse. This skill needs a complex segmental coordination obtained by learning and by integration of intrinsic and extrinsic feedback. The theoretical knowledge about the motor learning permits to consider the concurrent and video feedback as pertinent methods to increase gymnast performance. First, a 3D analysis (Vicon) highlights the body segmental alignment of the gymnasts as the main variable of the circle movement. Second, two different training schedules were led in order to increase this variable. The results shows that the gymnasts in the experimental training conditions, with concurrent and video feedback, enhance their body segmental alignment quicker than in a traditional training condition
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44

Saab, Wael. "Design and Implementation of Articulated Robotic Tails to Augment the Performance of Reduced Degree-of-Freedom Legged Robots." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/82908.

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This dissertation explores the design, and implementation of articulated robotic tail mechanisms onboard reduced degree-of-freedom (DOF) legged robots to augment performance in terms of stability and maneuverability. Fundamentally, this research is motivated by the question of how to improve the stability and maneuverability of legged robots. The conventional approach to address these challenges is to utilize leg mechanisms that are composed of three or more active DOFs that are controlled simultaneously to provide propulsion, maneuvering, and stabilization. However, animals such as lizards and cheetahs have been observed to utilize their tails to aid in these functionalities. It is hypothesized that by using an articulated tail mechanism to aid in these functionalities onboard a legged robot, the burden on the robot's legs to simultaneously maneuver and stabilize the robot may be reduced. This could allow for simplification of the leg's design and control algorithms. In recent years, significant progress has been accomplished in the field of robotic tail implementation onboard mobile robots. However, the main limitation of this work stems from the proposed tail designs, the majority of which are composed of rigid single-body pendulums that provide a constrained workspace for center-of-mass positioning, an important characteristics for inertial adjustment applications. Inspired by lizards and cheetahs that adjust their body orientation using flexible tail motions, two novel articulated, cable driven, serpentine-like tail mechanisms are proposed. The first is the Roll-Revolute-Revolute Tail which is a 3-DOF mechanism, designed for implementation onboard a quadruped robot, that is capable of forming two mechanically decoupled tail curvatures via an s-shaped cable routing scheme and gear train system. The second is a the Discrete Modular Serpentine Tail, designed for implementation onboard a biped robot, which is a modular two-DOF mechanism that distributes motion amongst links via a multi-diameter pulley. Both tail designs utilize a cable transmission system where cables are routed about circular contoured links that maintain equal antagonistic cable displacements that can produce controlled articulated tail curvatures using a single active-DOF. Furthermore, analysis and experimental results have been presented to demonstrate the effectiveness of an articulated tail's ability to: 1) increase the manifold for center-of-mass positioning, and 2) generate enhanced inertial loading relative to conventionally implemented pendulum-like tails. In order to test the tails ability to augment the performance of legged robots, a novel Robotic Modular Leg (RML) is proposed to construct both a reduced-DOF quadrupedal and bipedal experimental platform. The RML is a modular two-DOF leg mechanism composed of two serially connected four-bar mechanisms that utilizes kinematic constraints to maintain a parallel orientation between it's flat foot and body without the use of an actuated ankle. A passive suspension system integrated into the foot enables the dissipation of impact energy and maintains a stable four point-of-contact support polygon on both flat and uneven terrain. Modeling of the combined legged robotic systems and attached articulated tails has led to the derivation of dynamic formulations that were analyzed to scale articulated tails onboard legged robots to maximize inertial adjustment capabilities resulting from tail motions and design a control scheme for tail-aided maneuvering. The tail prototypes, in conjunction with virtual simulations of the quadruped and biped robot, were used in experiments and simulations to implement and analyze the methods for maneuvering and stabilizing the proposed legged robots. Results successfully demonstrate the tails' ability to augment the performance of reduced-DOF legged robots by enabling comparable walking criteria with respect to conventional legged robots. This research provides a firm foundation for future work involving design and implementation of articulated tails onboard legged robots for enhanced inertial adjustment applications.
Ph. D.
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45

Egret, Claire. "Contribution à l'optimisation du swing de golf : analyse cinématique et electromyographique en fonction du niveau d'expertise des golfeurs et du type de club : effets de feedbacks augmentés concomitants électromyographiques sur la performance." Rouen, 2002. http://www.theses.fr/2002ROUEL429.

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Ce travail de recherche s'inscrit dans une double démarche d'optimisation de la performance du mouvement de swing de golf : d'une part en identifiant les éléments distinctifs d'un niveau de performance grâce à l'utilisation de différents appareils de mesure (systèmes optoélectronique (Vicon ) et éléctromyographique (Alvar Electronis ) et d'autre part, l'emploi du Feeback Augmenté Concomitant comme méthode d'apprentissage. La première etape de ce travail a été de valider l'usage de ces technologies lors de l'enregistrement d'un mouvement rapide comme le swing (Etude 1). Nos résultats montrent que le dispositif expérimental semble partiellement gêner la liberté d'exécution des mouvements des golfeurs car certains paramètres cinématiques ont été modifiés lors des mesures avec un dispositif EMG comparées à celles sans EMG. Une seconde étape de modélisation cinématique et EMG a permis la reconnaissance de paramètres discriminants du niveau de performance de swings (Etude 3) réalisés avec différents clubs : Driver, Fer 5, Pitchning-wedge (Etude 2). Les paramètres temporels de durée des phases de swing et les mesures EMG n'ont pas montré de transformation du swing liée au choix du club. Cependant, certains paramètres cinématiques et les vitesses de déplacement de la tête du club ont été modifiés par l'utilisation de ces différents clubs. Les résultats de l'étude 3 montrent que les golfeurs du groupe fédéral (handicap inférieur à 4) réalisent des swings plus amples au niveau de la rotation des lignes biacromiales et bitrochantériennes. Une flexion significativement moins importante des genoux ainsi qu'une activité prépondérante des quadriceps dans la dynamique de transfert du poids du corps leur permet également d'enregistrer des vitesses supérieures de déplacement de la tête du club. L'extraction d'indices pertinents liés à l'expertise a ensuite permis d'envisager la mise en place de procédés d'entraînement basés sur l'emploi de retours d'informations extrinsèques en temps réel dans l'optique d'optimisation de la performance et/ou de l'apprentissage de swing de golf (Etude 4)
The research that was carried-out had a two-fold purpose for the optimisation of golf swing movement performance : first, to identify the distinctive elements involved of performance thanks to the use of different measurement devices, i. E. Optoelectronic systems (Vicon) and electromyographic apparatus (Alvar Electronis) and second, the use of augmented concomitant feedack, as in the case of learners. The first stage of this work consisted of validating, the use of these technologies during the recording of a rapid movement , as in the case of a swing (Study 1). Our results demonstrate that the experimental mechanism that wose chosen partially hindered the freedom to execute the movements of the golfers when some kinematic parameters were modified during the measurement with EMG equipment when compared to movements without EMG. The second stage in the creation of a kinematic and EMG model permitted us to better recognise the choice of parameters for the level of golf swing performance (Study 3) performed using different clubs : a driver , a Five-Iron, and a Pitching-wedge (Study 2). The time parameters of swing phase duration and EMG measurements did not demonstrate that swing change was linked to the choice of club. However, some kinematic parameters and the velocity of club head displacement were modified by using different clubs. The results of Study 3 showed that the golfers in the Federal group (handicap below 4) were able to perform wider swings as regards the rotation of biacromial and bitrochanterian lines. A deep reduction in the bending of the legs as well as dominating movement of the quadriceps in the dynamics of a change of body weight also permitted these golfers to record velocities with club head swings. The retrieval of pertinent indexes linked to expertise subsequently enabled us to envisagethe setting up of training procedures based on extrinsic information feedback in real time the view of optimising performance and/or the golf swing (Study 4)
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46

MAHTALI, NOUREDDINE. "Les systemes d'information, vers des systemes intelligents (veille technologique, bibliometrie et intelligence artificielle) contribution a la realisation d'un modele frame/multi-agents pour augmenter les performances des systemes d'information." Aix-Marseille 3, 1999. http://www.theses.fr/1999AIX30057.

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Les systemes d'information classiques sont inadaptes pour innover ou entreprendre et reagir a l'egard d'un environnement de plus en plus complexe. L'entreprise doit surveiller d'une facon systematique et avec intelligence cet environnement, recourir a des heuristiques dans le but de reduire la complexite des problemes a analyser et utiliser de nouveaux outils pour traiter une grande masse d'information. C'est pourquoi nous preconisons l'utilisation des outils d'intelligence artificielle et plus particulierement le modele frame/multi-agents. Le modele multi-agents est actuellement le mieux adapte pour prendre en consideration cette interaction entreprise/environnement et la repartition geographique des systemes d'information et des competences. Par ailleurs, le modele de frame apporte la puissance de representation et de raisonnement pour traiter une information multiforme, incertaine, incomplete, evolutive et repartie sur un reseau mondial. Pour atteindre cet objectif, nous avons donc adopte une methodologie simple et classique : 1 - critiquer l'existant. 2 - proposer un nouveau modele et de montrer l'apport de ce dernier pour les systemes d'information et pour les outils de veille et de la bibliometrie en particulier. 3 - rechercher les solutions techniques pour la conception de ce modele ce qui nous a conduit a chercher les solutions techniques : 1 - pour representer des agents : cognitifs, autonomes et communiquants et qui peuvent apprendre, representer le monde et agir. Le modele des frames repond a ces exigences par une richesse de representation, une grande flexibilite et une multitude de mecanisme associe (resolution de probleme, raisonnement, apprentissage,). 2 - pour representer une societe complexe avec des agents qui peuvent communiquer, cooperer, se reproduire ou meme rentre en competition avec d'autres agents dans le cyber-espace (compose des espaces prives et publics repartie sur le reseau mondial internet).
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47

Yang, Junhua. "Evaluation analytique et numérique de la performance du transfert de chaleur et de masse lors du refroidissement de l'air avec ou sans déshumidification sur une surface augmentée." Nancy 1, 2002. http://www.theses.fr/2002NAN10244.

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Cette étude consiste en une modélisation mathématique du transfert de chaleur et de masse pour un écoulement d'air humide sur un tube ailetté en mode de refroidissement en présence ou non de condensation. La simulation numérique a permis d'obtenir la distribution de la vitesse, de la température et de l'humidité de l'air, de la température de la paroi (ailette) et l'efficacité locale, ainsi que le débit de condensat et les puissances sensible et latente
This study consists of a mathematical modelling of heat and mass transfer for during the cooling of airflow over a fin-and-tube with or without condensation. The numerical simulation made it possible to obtain the distribution of velocity, the temperature and humidity of the airflow, and distribution of fin temperature and local efficiency, as well as the condensate flux and the sensitive and latent heat flux
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48

Benabdallah, Basma Fattouma. "Le blocage du signal de la myostatine chez la souris dystrophique stimule l'hypertrophie, améliore la performance du muscle et augmente le succès de la greffe de myoblastes : dystrophie musculaire de Duchenne." Doctoral thesis, Université Laval, 2008. http://hdl.handle.net/20.500.11794/19822.

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49

Capra, Olivier. "The experience of spectators of digital interactions : Benefits of visual augmentations and the role of attributed agency in electronic music performances." Thesis, Lille 1, 2020. http://www.theses.fr/2020LIL1I038.

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Quand on regarde les concerts de musique électronique, on peut parfois douter de l'implication réelle ou de la virtuosité des musiciens tant leurs gestes peuvent être difficiles à interpréter en tant que public non initié aux instruments numériques. Dans ce travail à la frontière entre les Sciences Cognitives et les Interactions Homme-Machine (IHM), nous présentons des outils théoriques, méthodologiques et applicatifs pour mieux comprendre et améliorer l'expérience des spectateurs d'interactions numériques. Notre approche permet de comparer en laboratoire les techniques développées par la communauté pour augmenter l'expérience spectateur dans le cadre des performances de musique électronique. En particulier, nous utilisons cette méthodologie pour démontrer et analyser l'efficacité des augmentations visuelles, une technique qui consiste à diffuser, avec la performance, les représentations graphiques des interactions du musicien et les mécanismes des instruments numériques
When watching electronic music concerts, one can sometimes doubt the genuine contribution of the musicians or their virtuosity. In fact, their gestures can be difficult to understand for spectators with no expertise on digital musical instruments. In this work at the frontier of Cognitive Sciences and Human Computer Interaction, we present theoretical, methodological and applicative tools to better understand and to improve the experience of spectators of electronic music performances. In particular, our approach allows for the comparison in controlled conditions of techniques developed by the community to augment the spectator experience. We use it to demonstrate and analyse the efficiency of visual augmentations, a technique by which graphical representations of the musician's interactions and of the instruments’ mechanisms are displayed in real time along with the performance
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50

Kudawoo, Ayaovi Dzifa. "Problèmes industriels de grande dimension en mécanique numérique du contact : performance, fiabilité et robustesse." Phd thesis, Université de Provence - Aix-Marseille I, 2012. http://tel.archives-ouvertes.fr/tel-00773642.

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Ce travail de thèse concerne la mécanique numérique du contact entre solides déformables. Il s'agit de contribuer à l'amélioration de la performance, de la fiabilité et de la robustesse des algorithmes et des modèles numériques utilisés dans les codes éléments finis en particulier Code_Aster qui est un code libre développé par Électricité De France (EDF) pour ses besoins en ingénierie. L'objectif final est de traiter les problèmes industriels de grande dimension avec un temps de calcul optimisé. Pour parvenir à ces objectifs, les algorithmes et formulations doivent prendre en compte les difficultés liées à la mécanique non régulière à cause des lois de Signorini-Coulomb ainsi que la gestion des non linéarités dûes aux grandes déformations et aux comportements des matériaux étudiés. Le premier axe de ce travail est dédié à une meilleure compréhension de la formulation dite de " Lagrangien stabilisé " initialement implémentée dans le code. Il a été démontré l'équivalence entre cette formulation et la formulation bien connue de " Lagrangien augmenté ". Les caractéristiques mathématiques liées aux opérateurs discrets ont été précisées et une écriture énergétique globale a été trouvée. Une réflexion a été mise en oeuvre en vue de renforcer de manière faible la condition cinématique sur la normale dans la zone de contact via les techniques d'optimisation sans contraintes. La nouvelle formulation est dite de " Lagrangien augmenté non standard ". Trois nouvelles stratégies basées sur le Lagrangien augmenté ont été implémentées. Il s'agit de la méthode de Newton généralisée : c'est une méthode d'optimisation qui permet de résoudre toutes les non linéarités du problème en une seule boucle d'itérations. La méthode de Newton partielle est une méthode hybride entre la méthode historique du code appelée méthode de point fixe et la méthode de Newton généralisée. Enfin, on a mis en place une façon originale de traiter le cyclage : ce phénomène apparaît souvent au cours de la résolution du problème et il entraîne la perte de convergence des algorithmes. La stratégie nouvelle permet d'améliorer la robustesse des algorithmes.
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