Academic literature on the topic 'Virtual gate'

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Journal articles on the topic "Virtual gate"

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Wong, H. S. "Gate current injection in MOSFET's with a split-gate (virtual drain) structure." IEEE Electron Device Letters 14, no. 5 (May 1993): 262–64. http://dx.doi.org/10.1109/55.215187.

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Armitage, Howard, Catherine Bischoff, Karin Schmidlin, and Douglas Sparkes. "Jamii: A Virtual Incubation Platform for Entrepreneurs." JOURNAL OF INTERNATIONAL BUSINESS RESEARCH AND MARKETING 3, no. 2 (2018): 19–23. http://dx.doi.org/10.18775/jibrm.1849-8558.2015.32.3003.

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This paper discusses the design and pilot testing of a virtual incubation platform, Jamii. It provides a user-centric experience, specifically developed to support entrepreneurship, which integrates concepts such as “just-in-time’ learning and supporting social networks. An underlying concept of Jamii is an Event-Gate process, providing feedback to strengthen the business concepts and assist entrepreneurs in moving their ideas forward. Several pilot programs have been undertaken using this approach. The collaboration with University of Strathmore in Kenya will be discussed further.
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Tsai, Jung-Hui, Pao-Sheng Lin, Yu-Chi Chen, Syuan-Hao Liou, and Jing-Shiuan Niu. "Comparative Studies of AlGaAs/InGaAs Enhancement/Depletion-Mode High Electron Mobility Transistors with Virtual Channel Layers by Hybrid Gate Recesses Approaches -=SUP=-*-=/SUP=-." Физика и техника полупроводников 53, no. 3 (2019): 430. http://dx.doi.org/10.21883/ftp.2019.03.47299.8848.

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AbstractUnlike the conventional GaAs- and InP-based enhancement/depletion-mode ( E / D -mode) transistors, the improved gate characteristics of the AlGaAs/InGaAs E -mode high electron mobility transistors (HEMTs) by way of hybrid gate recesses to remove the n -AlAs/ i -GaAs/ n -AlGaAs virtual channel layers upon 2DEG channels are demonstrated. As compared to the D -mode device (sample A), the gate reverse currents are effectively reduced by 45 and 102 times for the E -mode devices with additional gate recess time of 24 s (sample B) and 30 s (sample C) to remove part of the virtual channel layers, respectively. Under gate forward bias, the hybrid gate recesses also enable the gate turn-on voltages to increase. Furthermore, the threshold voltages of –1.25, 0.09, and 0.22 V are observed in the samples A, B, and C, respectively. The maximum transconductances of 187.3, 209.2, and 243.4 mS/mm and saturation current density of 482.8, 410.6, and 347.4 mA/mm are obtained in the samples A, B, and C, respectively.
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Yamauchi, Yoshimitsu, Yoshinari Kamakura, and Toshimasa Matsuoka. "Scalable Virtual-Ground Multilevel-Cell Floating-Gate Flash Memory." IEEE Transactions on Electron Devices 60, no. 8 (August 2013): 2518–24. http://dx.doi.org/10.1109/ted.2013.2270565.

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Vorontsov, Denis, Evgenia Ukolova, and Ilya Shushpanov. "VIRTUAL POWER SUPPLY STATIONS FOR MAIN PIPELINE EMERGENCY GATE VALVES." Proceedings of Irkutsk State Technical University 20, no. 9 (September 2016): 86–94. http://dx.doi.org/10.21285/1814-3520-2016-9-86-94.

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Mohammed, Mohammed Siddig H., Essam M. Banoqitah, Ezzat Elmoujarkach, Abdulsalam M. Alhawsawi, and Fathi Djouider. "A virtual laboratory for radiotracer and sealed-source applications in industry." Nukleonika 66, no. 1 (March 1, 2021): 21–27. http://dx.doi.org/10.2478/nuka-2021-0003.

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Abstract Radioactive sealed sources and radiotracer techniques are used to diagnose industrial process units. This work introduces a workspace to simulate four sealed sources and radiotracer applications, namely, gamma scanning of distillation columns, gamma scanning of pipes, gamma transmission tomography, and radiotracer flow rate measurements. The workspace was created in Geant4 Application for Tomographic Emission (GATE) simulation toolkit and was called Industrial Radioisotope Applications Virtual Laboratory. The flexibility of GATE and the fact that it is an open-source software render it advantageous to radioisotope technology practitioners, educators, and students. The comparison of the simulation results with experimental results that are available in the literature showed the effectiveness of the virtual laboratory.
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ZHANG, YONG, LOUIS H. KAUFFMAN, and REINHARD F. WERNER. "PERMUTATION AND ITS PARTIAL TRANSPOSE." International Journal of Quantum Information 05, no. 04 (August 2007): 469–507. http://dx.doi.org/10.1142/s021974990700302x.

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Permutation and its partial transpose play important roles in quantum information theory. The Werner state is recognized as a rational solution of the Yang–Baxter equation, and the isotropic state with an adjustable parameter is found to form a braid representation. The set of permutation's partial transposes is an algebra called the PPT algebra, which guides the construction of multipartite symmetric states. The virtual knot theory, having permutation as a virtual crossing, provides a topological language describing quantum computation as having permutation as a swap gate. In this paper, permutation's partial transpose is identified with an idempotent of the Temperley–Lieb algebra. The algebra generated by permutation and its partial transpose is found to be the Brauer algebra. The linear combinations of identity, permutation and its partial transpose can form various projectors describing tangles; braid representations; virtual braid representations underlying common solutions of the braid relation and Yang–Baxter equations; and virtual Temperley–Lieb algebra which is articulated from the graphical viewpoint. They lead to our drawing a picture called the ABPK diagram describing knot theory in terms of its corresponding algebra, braid group and polynomial invariant. The paper also identifies non-trivial unitary braid representations with universal quantum gates, derives a Hamiltonian to determine the evolution of a universal quantum gate, and further computes the Markov trace in terms of a universal quantum gate for a link invariant to detect linking numbers.
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Sinkar, Abhishek, Taejoon Park, and Nam Sung Kim. "Clamping Virtual Supply Voltage of Power-Gated Circuits for Active Leakage Reduction and Gate-Oxide Reliability." IEEE Transactions on Very Large Scale Integration (VLSI) Systems 21, no. 3 (March 2013): 580–84. http://dx.doi.org/10.1109/tvlsi.2012.2189422.

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Keenan, W. F., and D. C. Harrison. "A tin oxide transparent-gate buried-channel virtual-phase CCD imager." IEEE Transactions on Electron Devices 32, no. 8 (August 1985): 1531–33. http://dx.doi.org/10.1109/t-ed.1985.22158.

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Morillo Cerdán, Ángel, and Rosalía Durán Cabello. "La porta principalis sinistra del campamento de la Legión VII Gémina en León. De la intervención arqueológica a la restitución virtual11." Virtual Archaeology Review 4, no. 9 (November 5, 2013): 116. http://dx.doi.org/10.4995/var.2013.4261.

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<p>The archaeological interventions developed throughout 1996 deserves the discovery and conservation of the remains of the porta principalis sinistra, east gate of the Roman legionary camp of legio VII gemina, below the so-called medieval Bishop Gate (Puerta Obispo). It was built in Flavian times. At the end of the 3rd century or beginnings of the 4th A.D, the gate underwent significant changes. From 2006 we have begun the present project of virtual reconstruction based on the archaeological data of architecture, measures and constructive materials. This paper present a three-dimensional high-definition computer reconstruction of different constructive phases of the Roman gate from its origins to V century AD.</p>
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Dissertations / Theses on the topic "Virtual gate"

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Damasceno, Meire Daiana Morais, and 9298814-1821. "Tecnologias digitais e comunicação: a colaboração científica na rede social virtual Research Gate." Universidade Federal do Amazonas, 2016. http://tede.ufam.edu.br/handle/tede/6136.

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The use of the Internet has expanded the communication skills of people, generated networking contributes to what came to be called the information society, where everyone is constantly connected, connecting the actors in a huge communication network. Sought to examine how are the relationships and interactions in virtual social network Reseachgate demonstrating through action if the social network established for the promotion of scientific collaboration. Sets as objectives to characterize the relationship of the members of the Institute of Computing department (ICOMP) in the virtual community of the Federal University of Amazonas formed on the social network ReseachGate; categorize the scientific production and positioning of these researchers within the network and to investigate whether there through interaction, there is consolidation of scientific collaboration. It adopts main theoretical supports the concepts of Recuero (2009), Wasserman and Faust (1994), Murphy (2004) and Bardin (2006). The methodology is qualitative and quantitative, based on social network analysis with treatment of metrics analysis by Gephi system and content analysis. As a result of the study was determined that the social network ReseachGate, there is already a network of collaboration, initially formed by contact among researchers within the ICOMP department and the virtual interaction process between the actors, expands establishing a new network scientific collaboration that goes beyond the physical limit and enables the development of projects with researchers from other higher education institutions.
A pesquisa busca examinar como são os relacionamentos e interações na rede social virtual Reseachgate demonstrando através de medidas, se na rede social constituída há a promoção da colaboração cientifica. Estabelece como objetivos caracterizar o relacionamento dos membros do Instituto de Computação (ICOMP) na comunidade virtual da Universidade Federal do Amazonas formada na rede social ReseachGate; categorizar a produção científica e posicionamento desses pesquisadores dentro da rede e investigar se há através da interação, há consolidação da colaboração científica. Adota como principais suportes teóricos os conceitos de Recuero (2009), Wasserman e Faust (1994), Murphy (2004) e Bardin (2006). O uso da internet ampliou a capacidade de comunicação das pessoas, gerou rede de contatos, contribui para o que passou a ser chamado de sociedade da informação, onde todos estão constantemente conectados, interligando seus atores em uma enorme rede comunicacional. A pesquisa é de natureza qualitativa e quantitativa, com base na análise da rede social com tratamento das métricas de análise pelo sistema Gephi e análise de conteúdo. Como resultado do estudo, foi aferido que na rede social ReseachGate, já há colaboração, inicialmente formada pela contato entre os pesquisadores dentro do o ICOMP e que o processo de interação virtual entre os atores, se expande estabelecendo uma nova rede colaboração científica, que extrapola o limite físico e possibilita o desenvolvimento de projetos com pesquisadores de outras instituições de ensino superior.
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Ryan, David Andrew. "Crowd monitoring using computer vision." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/65652/1/David_Ryan_Thesis.pdf.

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Novel computer vision techniques have been developed for automatic monitoring of crowed environments such as airports, railway stations and shopping malls. Using video feeds from multiple cameras, the techniques enable crowd counting, crowd flow monitoring, queue monitoring and abnormal event detection. The outcome of the research is useful for surveillance applications and for obtaining operational metrics to improve business efficiency.
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Sasikumar, Anup. "Quantitative spectroscopy of reliability limiting traps in operational gallium nitride based transistors using thermal and optical methods." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1415298691.

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Linn, Andreas. "Gaze Teleportation in Virtual Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216585.

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This paper reports preliminary investigations into gaze teleportation, a locomotion interaction inside virtual reality in which the user can push a button and teleport to the point at which they are looking. The results could help future application creators design intuitive locomotion interfaces to allow users to more easily scale virtual worlds larger than their play space. In a study consisting of 12 participants, gaze teleportation was compared to the conventional hand-tracked controller. Participants played a portion of Valve’s The Lab with an HTC Vive and a Tobii Eyetracker; half of the participants completed the set tasks with gaze teleportation, and the other half used hand-tracking. Using Likert questions, they then rated their experiences in terms of enjoyment, frustration, effort, distance, occlusion, immersion, and motion sickness. After answering the questions, the participants got to try both methods and were interviewed on their preferences and opinions. Our results suggest that gaze teleportation is an enjoyable, fast, intuitive, and natural locomotion method that performs similarly to hand-tracked teleportation but is preferred by users when they are given a choice. We conclude that gaze teleportation is a good fit for applications in which users are expected to locomote in their direction of focus without too many distractions.
I det här dokumentet rapporteras preliminära resultat av blickteleportation, en rörelseinteraktion för virtuella verkligheter där användaren kan trycka på en knapp och teleportera till den punkt som de tittar på. Resultaten kan hjälpa framtida applikationsskapare att designa intuitiva rörelsegränssnitt så att användarna lättare kan röra sig i virtuella världar som är större än deras spelrum. I en studie med 12 deltagare jämfördes blick med teleportation med den konventionella handkontroll metoden. Deltagarna spelade en del av Valve’s The Lab med en HTC Vive och en Tobii Eyetracker; Hälften av deltagarna slutförde de uppsatta uppgifterna med blickteleportation, och den andra hälften använde handmetoden. Med Likert-frågor bedömde de sedan sina erfarenheter när det gällde njutning, frustration, ansträngning, avstånd, ocklusion och rörelsesjuka. Efter att ha besvarat frågorna fick deltagarna prova båda metoderna och intervjuades om sina preferenser och åsikter. Våra resultat tyder på att blickteleportation är en trevlig, snabb, intuitiv och naturlig rörelseinteraktion som presterar likt handmetoden, men föredras av användarna när de får välja. Vi drar slutsatsen att blickteleportation passar bra för applikationer där användarna förväntas förflytta sig i samma riktning som deras fokus.
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Cabrita, Daniel Mealha. "Simulador de alta velocidade em FPGA de circuitos LUT de lógica combinacional de topologia arbitrária para algoritmos evolucionários." Universidade Tecnológica Federal do Paraná, 2015. http://repositorio.utfpr.edu.br/jspui/handle/1/1175.

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Este trabalho apresenta uma arquitetura para simulação de circuitos de lógica com binacional de topologia arbitrária, visando interfaceamento com algoritmos evolutivos para fins de geração de hardware. A implementação é em FPGA utilizando a técnica VRC. O simulador permite circuitos compostos por LUTs de número de entradas parametrizável. A livre interconectividade entre as LUTs permite a construção de circuitos cíclicos. A arquitetura é modular e de interfaceamento simples. Alta performance é obtida através do uso de múltiplos módulos de simulação em paralelo, trazendo resultados que ultrapassam os obtidos em outros trabalhos utilizando DPR.
This work presents an architecture for simulation of combinational logic circuits of arbitrary topology, meant to be interfaced with evolutionary algorithms for hardware generation. It was implemented in FPGA using the VRC technique. The simulator allows for circuits composed of LUTs of parametrizable number of imputs. The free interconectivity between LUTs allows the construction of cyclic circuits. The architecture is modular and of simple interfacing. High performance is obtained by the use of multiple simulation modules in parallel, bringing results that surpass the ones obtained from other works based on DPR.
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Calka, Michelle. "Beyond newbie : immersion in virtual game worlds." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.

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The purpose of this thesis is to explore the following research question: How does immersion occur in a virtual game environment? Specifically, this study will focus on the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft. Approaching the question using a grounded theory methodology, the study finds that immersion takes place in two primary areas: Environmental and Social. Environmental immersion concerns technical aspects of the game including aesthetic detail, sensory stimulation, and narratives. Social immersion evolves as a paradigmatic opposition of cooperation and intimidation. Players are not fully immersed in the world until they have accepted cooperation as their dominant paradigm for play.
Department of Telecommunications
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Almeida, Manoel Aranda de. "Sistema embarcado reconfigurável de forma estática por programação genética utilizando hardware evolucionário híbrido." Universidade Federal de São Carlos, 2016. https://repositorio.ufscar.br/handle/ufscar/8000.

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The use of technology based on Field Programmable Gate Arrays (FPGAs), a reconfigurable technology, has become a frequent object of study. This technique is feasible and a promising application in the development of embedded systems, however, the difficulty in finding a flexible and efficient way to perform such an application is their bigger problem. In this work, a virtual and reconfigurable architecture (AVR) in FPGA for hardware applications is presented using a Genetic Programming Software on the development of an optimal reconfiguration for this AVR, in order to build a hardware capable of performing a given task in an embedded system. This proposal is a simple, flexible and efficient way to achieve appropriate applications in embedded systems, when compared to other reconfigurable hardware techniques. The representation of phenotype of the proposed evolutionary system is based on a bi-dimensional network function elements (EF). The GPLAB tool for MATLAB is used in Genetic Programming, and the solution found by this procedure is converted into a memory mapping to represent the best solution, where it is used to reconfigure the hardware. In the tests, GPLAB found results for logic circuits in a few generations, and for image filters containing efficient solutions, where there was little hardware occupation, especially memory, in the cases this has been presented, with a reduced chromosome size, shows a proposal efficiency.
O uso da tecnologia baseada em Field Programmable Gate Arrays (FPGAs), de forma reconfigurável, para a solução de diversos problemas atuais, tem se tornado um frequente objeto de estudo. Essa técnica é de aplicação viável e promissora na elaboração de sistemas embarcados, porém, a dificuldade em encontrar uma forma flexível e eficiente de realizar tal aplicação é o seu maior problema. Neste trabalho, é apresentada uma arquitetura virtual e reconfigurável (AVR) em FPGA para aplicações em hardware, utilizando um software de Programação Genética na elaboração de uma reconfiguração ótima para esta AVR, de forma a construir um hardware capaz de efetuar uma determinada tarefa em um sistema embarcado. Esta proposta é uma forma simples, flexível e eficiente de realizar aplicações adequadas em sistemas embarcados, quando comparada a outras técnicas de hardware reconfigurável. A representação do fenótipo no sistema evolutivo proposto se baseia em uma rede de elementos de função (EF) bidimensional. A ferramenta GPLAB, para MATLAB, é usada na Programação Genética, e a solução encontrada por esta é convertida em um mapeamento de memória com o cromossomo da melhor solução, onde este é usado para reconfigurar o hardware. Nos testes realizados, a GPLAB encontrou resultados para circuitos lógicos em poucas gerações, e para filtros de imagem encontrou soluções eficientes, onde ocorreu pouca ocupação de hardware, principalmente da memória nos casos apresentados, apresentando um cromossomo de tamanho reduzido, o que demonstra uma boa eficiência da proposta.
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Wells, Michael John Christopher. "Curious Omosa : Does player satisfaction increase the more they learn about their game environment?" Thesis, Umeå universitet, Institutionen för psykologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175281.

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The science of curiosity is not fully understood, yet it seems to be a key component of nature which drives both humans and animals to seek out new information. Humans actively seek out to solve problems for the sake of solving them, with evidence suggesting that the seeking and obtaining of new knowledge is itself inherently rewarding. This study uses new methods to collect data to investigate how humans react when presented with novel environments and a problem to solve. Information gain was tracked using Shannon’s entropy, a measure of how effective a communication is at communicating its message across. The study investigates if participants feelings of satisfaction will increase the more information they receive, as measured by a change in Shannon’s entropy. A total of 44 participants with complete data were recruited accross two conditions A and B, with A containing a complete knowlege graph to determine what knowledge is gained through interactions with the environment and B containing more uncertainty so that the participant can be observed building their own knowledge-graph. Participants entered a virtual enviroment named Omosa where they were told about a mystery involving the deaths of herbivores on the island. Participants were given free reign to explore and investigate for a minimum 6 minutes. In increments of 90s, participants were asked questions about what they thought was killing the herd and how confident they were of their answer. After 6 minutes final questions were presented collecting player satisfaction and trait curiosity. Additional meta-data including trajectory and interactions were also collected. No significant results were gleaned due to high drop out and incomplete data. Methodology could be altered in future renditions to increase participation and reduce drop out.
Vetenskapen om nyfikenhet förstås inte helt, men det verkar vara en nyckelkomponent i naturen som driver både människor och djur att söka ny information. Människor försöker aktivt lösa problem för att lösa dem, med bevis som tyder på att att söka och få ny kunskap i sig är givande i sig. Denna studie använder nya metoder för att samla in data för att undersöka hur människor reagerar när de presenteras för nya miljöer och ett problem att lösa. Informationsvinster spårades med hjälp av Shannons entropi, ett mått på hur effektiv en kommunikation är för att kommunicera sitt budskap. Studien undersöker om deltagarnas känslor av tillfredsställelse kommer att öka mer information de får, mätt med en förändring i Shannons entropi. Totalt rekryterades 44 deltagare med fullständig data enligt två villkor A och B, där A innehöll en fullständig kunskapsgraf för att bestämma vilken kunskap som erhålls genom interaktioner med miljön och B som innehåller mer osäkerhet så att deltagaren kan observeras bygga sin egen kunskaps grafen. Deltagarna gick in i ett virtuellt miljö med namnet Omosa där de fick höra om ett mysterium som involverade djur av växtätare på ön. Deltagarna fick fri tid att utforska och undersöka i minst 6 minuter. I steg från 90-talet ställdes deltagarna frågor om vad de trodde dödade besättningen och hur säkra de var på svaret. Efter 6 minuter presenterades de sista frågorna för att samla spelarnas nöjdhet och dragkänslighet. Ytterligare metadata inklusive bana och interaktioner samlades också in. Inga signifikanta resultat samlades in på grund av högt bortfall och ofullständig data. Metodik kan ändras i framtida versioner för att öka deltagandet och minska bortfallet.
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Bampouni, Elpida. "Predictive gaze in action selection within virtual reality." Thesis, Umeå universitet, Institutionen för psykologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172228.

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The human gaze is pivotal in motion planning and control. Gaze is typically directed at visual target sites prior to physical interactions with them. This proactive gaze (PEG) behavior has been observed in a multitude of physical situations. However, PEG has not been examined in virtual reality (VR). Identification of PEG in VR could be helpful for digital human modeling applications and human-robot interactions. In this study we asked 10 participants to perform a pick-and-place (PAP) task in VR while we were tracking gaze behavior. Our results indicate that PEG also occurs in VR. Furthermore, the action to reach directly towards the PAP object or walk to it before reaching, results in different gaze strategies. Relocating before a reach is associated with gaze to additional sites, such as the floor and the table upon which the object was placed.
Den mänskliga blicken är avgörande för planering och kontroll av rörelse. Blicken riktas vanligtvis mot visuella mål före interaktion med dessa. Denna proaktiva blick (eng. ’proactive gaze’; PEG) har observerats i många olika slags fysiska situationer. Dock har inte PEG undersökts i virtual reality (VR). Identifiering av PEG i VR skulle kunna vara användbart för applikationer med digital mänsklig modellering och människo-robotinteraktioner. I denna studie instruerade vi 10 försöksdeltagare att utföra en s.k. pick-and-place-uppgift (PAP) i en VR-miljö medan vi registrerade deltagarnas blick. Våra resultat indikerar att PEG också förekommer i VR. Vidare leder handlingen att direkt sträcka sig efter objektet till ett annorlunda blickbeteende jämfört med att först förflytta sig innan man sträcker sig efter PAP-objektet. Vid förflyttning innan man sträcker sig efter objektet fästs blicken på ytterligare områden såsom golvet och bordet som objektet placerats på.
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Papadopoulos, Savvas. "Effects of in-game advertising on brand awareness in virtual reality game interactions." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280826.

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Advertisers keep seeking new ways to target a wider audience while game developers are trying to monetize their game. This study investigates how Virtual Reality (VR) interactions influence user's sense of presence and brand awareness; specifically brand recall and brand recognition. A 2 (familiar/unfamiliar brands) x 2 (high/low game interactions) between subject design user study was created where 40 participants were recruited to participate in a self-made Virtual Reality game built in Unity. The game objective was to walk through a virtual city and locate the stadium while passing by billboards with static advertisements which the users were not informed about. The data have been collected through post and pre-experiment surveys in addition to two memory tests; brand recall and brand recognition. The results show that users that have the option to interact more with the VR environment can have a slight increase in their sense of presence as well as their recognition to both familiar and unfamiliar brands. Virtual reality in-game advertising can make advertisers unlock new audiences who can not target with traditional media while developers can unlock new revenue streams through entire gaming sessions without disrupting the user experience.
Marknadsförare letar ständigt efter nya vägar att nå ut till en bredare målgrupp samtidigt som spelutvecklare strävar efter att utveckla spel som genererar inkomster. Denna studie undersöker hur interaktioner i Virtual Reality (VR) påverkar användares känsla av närvaro och medvetenhet gällande varumärken; specifikt vad gäller varumärkesåterkallelse och varumärkesigenkänning. En 2 (kända/okända varumärken) x 2 (hög/låg spelinteraktion) mellan-ämnesdesign har använts i en användarstudie där 40 deltagare rekryterades till att delta i ett egentillverkat VR-spel skapat i Unity. Spelet gick ut på att gå genom en virtuell stad för att hitta Stadion och samtidigt passera skyltar med statisk reklam som användaren inte informerades om i förväg. Data har samlats in genom undersökningar före och efter experimentet och två minnestester har genomförts; varumärkesåterkallelse och varumärkesigenkänning. Resultaten visar att användare som har möjlighet att interagera i större utsträckning med VR-miljön kan ha en ökad känsla av närvaro och igenkänning av kända och okända varumärken. Genom att marknadsföra i VR in-game kan marknadsförare nå ut till nya målgrupper de inte når via vanlig media samtidigt som spelutvecklare kan skapa nya inkomstströmmar i spelsessioner utan att störa användarupplevelsen.
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Books on the topic "Virtual gate"

1

Jörg, Philipp. Deeply virtual compton scattering at CERN - what is the size of the proton? Freiburg: Universität, 2017.

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translator, Smith Neil, ed. Game. Toronto, Ontario, Canada: HarperCollinsPublishersLtd, 2013.

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1960-, Bell Lori, and Trueman Rhonda B. 1953-, eds. Virtual worlds, real libraries: Librarians and educators in Second Life and other multi-user virtual environments. Medford, N.J: Information Today, Inc., 2008.

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Schwartz, Steven A. Virtual Bart: Official Game Secrets. Rocklin, CA: Prima Publishing, 1995.

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Game feel: A game designer's guide to virtual sensation. Burlington, MA: Morgan Kaufmann Publishers, 2009.

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Schott, Terry. The Game. Canada: T. Schott, 2014.

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Second Life in-world travel guide. Indianapolis, Ind: Que Pub., 2008.

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Virtual environments and cultures: A collection of social anthropological research in virtual cultures and landscapes. New York: Peter Lang, 2013.

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Second Life: A guide to your virtual world. Indianapolis, Ind: Que Pub., 2008.

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Identity, learning and support in virtual environments. Rotterdam: Sense Publishers, 2009.

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Book chapters on the topic "Virtual gate"

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Tabacaru, Bogdan-Andrei, Moomen Chaari, Wolfgang Ecker, Thomas Kruse, and Cristiano Novello. "Gate-Level-Accurate Fault-Effect Analysis at Virtual-Prototype Speed." In Lecture Notes in Computer Science, 144–56. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-45480-1_12.

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Kopaczewski, Krzysztof, Maciej Szczodrak, Andrzej Czyżewski, and Henryk Krawczyk. "Application of Virtual Gate for Counting People Participating in Large Public Events." In Communications in Computer and Information Science, 316–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30721-8_31.

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Koberg, Harald. "Virtual Rebellions." In Perspektiven der Game Studies, 95–109. Wiesbaden: Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-27395-8_8.

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Bente, Gary, Felix Eschenburg, and Nicole C. Krämer. "Virtual Gaze. A Pilot Study on the Effects of Computer Simulated Gaze in Avatar-Based Conversations." In Virtual Reality, 185–94. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_21.

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Liarokapis, Fotis, Victoria Uren, Panagiotis Petridis, and Adekunle Adeniyi Ajibade. "Presence and Performance in the TRUST Game." In Virtual Reality, 205–25. New York: River Publishers, 2022. http://dx.doi.org/10.1201/9781003340003-13.

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Sutherland, Bruce. "Virtual Cameras." In Beginning Android C++ Game Development, 149–83. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5831-5_8.

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Thimm, Caja. "Virtual Worlds: Game or Virtual Society?" In Computer Games and New Media Cultures, 173–90. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_11.

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Helgadóttir, Hafdís Erla, Svanhvít Jónsdóttir, Andri Már Sigurdsson, Stephan Schiffel, and Hannes Högni Vilhjálmsson. "Virtual General Game Playing Agent." In Intelligent Virtual Agents, 464–69. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47665-0_56.

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Huang, Yazhou, Justin L. Matthews, Teenie Matlock, and Marcelo Kallmann. "Modeling Gaze Behavior for Virtual Demonstrators." In Intelligent Virtual Agents, 155–61. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_17.

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Andrist, Sean, Bilge Mutlu, and Michael Gleicher. "Conversational Gaze Aversion for Virtual Agents." In Intelligent Virtual Agents, 249–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40415-3_22.

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Conference papers on the topic "Virtual gate"

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Wu, Dongmei, and Xi Chen. "Bidirectional Pedestrian Counting Based on Virtual Gate Tracking." In 2018 International Conference on Sensor Networks and Signal Processing (SNSP). IEEE, 2018. http://dx.doi.org/10.1109/snsp.2018.00054.

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Conway, A. M., and P. M. Asbeck. "Virtual Gate Large Signal Model of GaN HFETs." In 2007 IEEE/MTT-S International Microwave Symposium. IEEE, 2007. http://dx.doi.org/10.1109/mwsym.2007.379973.

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Kim, Jung-A., Kyung-Kyu Kang, Hyun-Roc Yang, and Dongho Kim. "A Sensory Gate-Ball Game for the Aged People and its User Interface Design." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.19.

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Luo, Peng, Frank Schnieder, Olof Bengtsson, Wolfgang Heinrich, and Matthias Rudolph. "Modeling the Virtual Gate Voltage in Dispersive GaN HEMTs." In 2018 IEEE/MTT-S International Microwave Symposium - IMS 2018. IEEE, 2018. http://dx.doi.org/10.1109/mwsym.2018.8439389.

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Ji, Yi Qiong, and Sean Clark. "The Virtual Recreation of a Ming Dynasty Pailou Gate." In Electronic Visualisation and the Arts. BCS Learning & Development, 2018. http://dx.doi.org/10.14236/ewic/eva2018.49.

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Hon-Sum Wong. "Gate-current injection and surface impact ionization in MOSFET's with a gate induced virtual drain." In Proceedings of IEEE International Electron Devices Meeting. IEEE, 1992. http://dx.doi.org/10.1109/iedm.1992.307330.

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Bhattacharya, S., J. McCarthy, B. M. Armstrong, H. S. Gamble, G. K. Dalapati, S. Das, C. K. Maiti, T. Perova, and A. Moore. "Gate dielectrics on strained-Ge layers on Si/sub 1-x/Gex/Si virtual substrates." In Extended Abstracts of International Workshop on Gate Insulator. IEEE, 2003. http://dx.doi.org/10.1109/iwgi.2003.159181.

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Qing, Lu, Yin Jie, Wang HongQi, and Chen ZhiNan. "Application of Virtual Port Gate System Based on RFID Technology." In 2010 International Conference on Information Management, Innovation Management and Industrial Engineering (ICIII). IEEE, 2010. http://dx.doi.org/10.1109/iciii.2010.263.

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Jiajun Lu, Yi Xu, and Xiaokang Yang. "Counting pedestrians and cars with an improved virtual gate method." In 2010 International Conference on Computer Application and System Modeling (ICCASM 2010). IEEE, 2010. http://dx.doi.org/10.1109/iccasm.2010.5620454.

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Karkee, Manoj, Madhu Monga, Brian L. Steward, Joseph Zambreno, and Atul G. Kelkar. "Real-Time Simulation and Visualization Architecture With Field Programmable Gate Array (FPGA) Simulator." In ASME 2010 World Conference on Innovative Virtual Reality. ASMEDC, 2010. http://dx.doi.org/10.1115/winvr2010-3772.

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Real-time simulation of dynamic vehicle system models is essential to facilitate advances in operator and hardware in the loop simulation and virtual prototyping. Real-time virtual reality-based simulation enables users to visualize and perceive the effect of their actions during the simulation. As model complexity is increased to improve the model fidelity, the computational requirements will also increase, thus increasing the challenge to meet real-time constraints. A distributed simulator architecture was developed for off-road vehicle dynamic models and 3D graphics visualization to distribute the overall computational load across multiple computational platforms. This architecture consisted of three major components: a dynamic model simulator, a virtual reality simulator, and an interface to controller and input hardware devices. The dynamic model simulator component was developed using Matlab/Simulink Real Time Workshop on a PC and also using Field Programmable Gate Arrays (FPGA), which offered a highly parallel hardware platform. The simulator architecture reduced the computational load to an individual platform and increased the real-time simulation capability with complex off-road vehicle system models and controllers. The architecture was used to develop, simulate and visualize a tractor and towed implement steering dynamics model. The model also included a steering valve subsystem which contained very high frequency hydraulic dynamics and required 10 μs integration time step for numerical stability. The real-time simulation goal was not achievable for the model with this level of complexity when the PC-based simulator was used. However, the FPGA-based simulator achieved a real-time goal taking only 2 μs to complete one integration time step.
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Reports on the topic "Virtual gate"

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Wong, Jason H., Anh B. Nguyen, and Lauren Ogren. Serious Game and Virtual World Training: Instrumentation and Assessment. Fort Belvoir, VA: Defense Technical Information Center, December 2012. http://dx.doi.org/10.21236/ada582033.

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Dyer, Charles R. Steerable Gaze Control For a Video-Based Virtual Surveillant. Fort Belvoir, VA: Defense Technical Information Center, April 2000. http://dx.doi.org/10.21236/ada377757.

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Kanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda, and Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3745.

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We conducted an analysis of the learning aids used in the study of general technical disciplines. This allowed us to draw an analogy between physical and virtual models and justify the development of a mobile application to perform tasks on a projection drawing. They showed a technique for creating mobile applications for augmented reality. The main stages of the development of an augmented reality application are shown: the development of virtual models, the establishment of the Unity3D game engine, the development of a mobile application, testing and demonstration of work. Particular attention is paid to the use of scripts to rotate and move virtual models. The in-house development of the augmented reality mobile application for accomplishing tasks on a projection drawing is presented. The created mobile application reads, recognizes marker drawings and displays the virtual model of the product on the screen of the mobile device. It has been established that the augmented reality program developed by the team of authors as a mobile pedagogical software can be used to perform tasks both with independent work of students and with the organization of classroom activities in higher education institutions.
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Prokhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4416.

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This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game bases on 3D model of computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first- year students. The paper features leveraged software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D university. As far as the game replicates the real-life objects, applicants can see the department's equipment and class-rooms. For the gaming application development team utilized С# and C++, Unity 3D, and Source Engine. For object modeling, we leveraged Hammer Editor, Agisoft PhotoScan Pro, and the photogrammetry technology, that allowed for realistic gameplay. Players are offered various formats of assessment of digital competencies: test task, puzzle, assembling a computer and setting up an IT-specialist workplace. The experiment conducted at the open house day proved the 3D quest game efficiency. The results of digital competence evaluation do not depend on the testing format. The applicants mostly preferred to take a 3D quest, as more up-to-date and attractive engagement.
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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development of VR tools (VR and Game Engines; physical interactions and camera; 3D interface and positioning; 3D user interaction; VR navigation and introduction) and development of AR tools (set up AR tools in Unity 3D; development of a project for a photograph; development of training materials with Vuforia; development for promising devices). The course lasts 16 weeks and contains the task content and patterns of performance. It is ascertained that the course enhances development of competences of designing and using innovative learning tools. There are provided the survey of the course participants concerning their expectations and the course results. Reduced amounts of independent work, increased classroom hours, detailed methodological recommendations and increased number of practical problems associated with STEM subjects are mentioned as the course potentials to be implemented.
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The Launch of the National Rollout of the Municipal Innovation Maturity Index (MIMI) (A tool to measure innovation in municipalities). Academy of Science of South Africa (ASSAf), 2021. http://dx.doi.org/10.17159/assaf.2021/0076.

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The MIMI project was initiated by the DSI in partnership with the South African Local Government Association (SALGA), the HSRC and UKZN. The purpose of this initiative was to develop an innovative tool capable of assessing and measuring the innovation landscape in municipalities, thus enabling municipalities to adopt innovative practices to improve service delivery. The outcome of the implementation testing, based on the participation of 22 municipalities, demonstrated the value and the capacity of MIMI to produce innovation maturity scores for municipalities. The digital assessment tool looked at how a municipality, as an organisation, responds to science, technology and innovation (STI) linked to service delivery, and the innovation capabilities and readiness of the municipality and the officials themselves. The tool is also designed to recommend areas of improvements in adopting innovative practices and nurturing an innovation mindset for impactful municipal service delivery. The plan going forward is to conduct learning forums to train municipal officials on how to use the MIMI digital platform, inform them about the nationwide implementation rollout plan and support municipal officials to engage in interactive and shared learnings to allow them to move to higher innovation maturity levels. The virtual launch featured a keynote address by the DSI Director-General, Dr Phil Mjwara; Prof Mehmet Akif Demircioglu from the National University of Singapore gave an international perspective on innovation measurements in the public sector; and messages of support were received from MIMI partners, delivered by Prof Mosa Moshabela, Deputy Vice-Chancellor (DVC) of Research at the University of KwaZulu-Natal (UKZN) and Prof Leickness Simbayi, Acting CEO of the Human Sciences Research Council (HSRC). It attracted over 200 attendees from municipalities, government, business and private sector stakeholders, academics, policymakers and the international audience. @ASSAf_Official; @dsigovza; #MIMI_Launch; #IID
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