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1

Islam, Md Ashraful. "IMPLEMENTATION OF VIRTUAL SYNCHRONOUS GENERATOR METHODOLOGIES FOR RENEWABLE INTEGRATION." Master's thesis, Temple University Libraries, 2017. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/482193.

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Electrical Engineering<br>M.S.E.E.<br>In conventional centralized power systems, power is generated mostly by large synchronous generators (SGs), where the frequency of the grid depends on the rotational frequency of the prime mover. If there are any sudden changes in the load, the rotor inertia property restrains the changes in frequency and keeps the system stable. During transient periods, rotor kinetic energy of the rotor is injected into the grid to balance power supply between generation and load. With the recent high penetration of renewable energy sources (RES), the power grid is under
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Paquette, Andrew Donald. "Power quality and inverter-generator interactions in microgrids." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/51803.

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This research addresses some of the difficulties faced when operating voltage controlled inverters with synchronous generators in microgrids. First, an overview of microgrid value propositions is provided, and the problems faced when attempting to use microgrids to provide improved power quality are discussed. Design considerations for different types of microgrids are provided to enable microgrids to deliver the desired functionality without adding unnecessary cost. The main body of this research investigates the poor transient load sharing encountered between voltage controlled inverters and
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ROSINI, ALESSANDRO. "Battery Energy Storage System converter control: Virtual Generator application for fault conditions." Doctoral thesis, Università degli studi di Genova, 2021. http://hdl.handle.net/11567/1044904.

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The growing need of integrate renewable energies, such as wind and solar has been driven by the necessity of reducing air pollutant, reducing greenhouse gases emissions, improv- ing public health and having energy supply diversication. This need of sustainability cannot exclude the necessity to guarantee reliability and stability of the electrical power system, and more specically Microgrid systems, both in normal operating scenarios and during unexpected events such as unintentional islanding or fault events. For this rea- son renewable generation as to be support by intelligent system
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Runzi, Zhang. "Virtual-Channel Based Wormhole NoC on FPGA for ForSyDe/NoC System Generator Tool Suite." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230624.

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Nowadays, the number of processors integrated on system-on-chip (SoC) increases rapidly and makes multiprocessor system-on-chip design (MPSoC) a regular feature of the embedded system. [25] To support the communication between several homogeneous or heterogeneous processors a communication infrastructure, Networkon-Chip (NoC) technology was raised more than ten years ago. Decades of research provides the NoC area with an increasingly sophisticated knowledge system. A wide variety of NoC systems are developed and evaluated. To simplify the design flow of NoC systems, a NoC System Generator Too
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Kyle, Stephen Christopher. "Applications of information sharing for code generation in process virtual machines." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/25446.

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As the backbone of many computing environments today, it is important that process virtual machines be both performant and robust in mobile, personal desktop, and enterprise applications. This thesis focusses on code generation within these virtual machines, particularly addressing situations where redundant work is being performed. The goal is to exploit information sharing in order to improve the performance and robustness of virtual machines that are accelerated by native code generation. First, the thesis investigates the potential to share generated code between multiple threads in a dyna
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Novosád, Boris. "Simulační modelování elektromagnetického vibračního generátoru." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2009. http://www.nusl.cz/ntk/nusl-228738.

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The aim of this work is to create complex virtual model of electromagnetic vibration generator. This model will include mechanical and electromagnetic subsystem and also the model of output circuit. Created model will be implemented in Matlab/Simulink enviroment and model parameters will be identified so that the compare of simulation and real results will be acceptable.
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MANDRILE, FABIO. "Next Generation Inverters Equipped with Virtual Synchronous Compensators for Grid Services and Grid Support." Doctoral thesis, Politecnico di Torino, 2021. http://hdl.handle.net/11583/2868652.

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Marques, Felipe de Souza. "Technology mapping for virtual libraries based on cells with minimal transistor stacks." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/16130.

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Atualmente, as tecnologias disponíveis para a fabricação de dispositivos eletrônicos permitem um alto grau de integração de semicondutores. Entretanto, esta integração torna o projeto, a verificação e o teste de circuitos integrados mais difíceis. Normalmente, o projeto de circuitos integrados é consideravelmente afetado com a diminuição do tamanho dos dispositivos eletrônicos em tecnologias sub-micrônicas. Conseqüentemente, os projetistas adotam metodologias rígidas para produzir circuitos de alta qualidade em tempo razoável. Ferramentas de auxílio ao projeto de circuitos eletrônicos são util
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Bilík, Petr. "Virtuální měřicí přístroje pro podporu výuky." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2021. http://www.nusl.cz/ntk/nusl-442484.

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This diploma thesis deals with the creation of the Virtual Measuring Instruments web application. This tool mainly enables us to simulate the real measuring instruments widely used in the laboratories of FEEC BUT. It is intended to serve students for initial acquaintance with specific devices. The theoretical part is focused on the research into the web applications programming and suitable programming languages to implement the proposed application are selected. Furthermore, the specific virtualized devices are described. The result of the experimental part consists in creating a universal ap
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Seshadri, Satyanarayanan. "Solid particle transport behavior and the effect of aerosol mass loading on performance of a slit virtual impactor." Thesis, Texas A&M University, 2004. http://hdl.handle.net/1969.1/538.

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Transport of solid particles in a slit virtual impactor has been analyzed using visualization techniques. Particle trajectories were observed using laser-induced fluorescence of monodisperse particles seeded in the virtual impactor flow. It was observed from these trajectories that for smaller inertia particles essentially followed the flow streamlines, whereas higher inertia particles tend to deflect from their initial streamlines. These transport characteristics were used to determine particle collection efficiency curves, and the percentage of defect particle transmission, particles transmi
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Moulichon, Audrey. "Conception d'un système adaptatif dynamique de "générateur synchrone virtuel" pour la stabilisation des micro-réseaux électriques à fort taux de pénétration d'énergie renouvelable." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAT064.

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Les sources classiques d'énergie distribuée (DER) fournissant de l'énergie aux microgrids (généralement des groupes électrogènes diesel) sont progressivement remplacées par les onduleurs basés sur des sources d'énergie renouvelables (RES). Cependant, l'intermittence des sources d'énergie renouvelables pose des problèmes de stabilité majeurs, en particulier dans le contexte des microgrids, notamment parce que ces sources diminuent l'inertie disponible du réseau. Par conséquent, les stratégies de contrôle traditionnelles pour les onduleurs, qui interfacent les différents DER connectés au microgr
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Liu, Jiannan. "Multi-Functional Inverter Based Microgrid for Power Quality Improvement with Smooth Transient Performance." Thesis, Griffith University, 2020. http://hdl.handle.net/10072/392404.

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The increasing utilisation of renewable energy sources (RESs) plays an important role in the modern power system. The high penetration of the RESs in the electrical power network leads to challenges to the system’s stability. Therefore, the microgrid concept is proposed to solve such problems due to its flexibility and practicality. The hybrid AC/DC microgrid configuration is compatible with AC power supplies, DC power supplies, AC loads and DC loads which is viewed as the most practical choice in the power system application. The microgrid utilises an interlinking converter for the system’s c
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Verhulst, Adrien. "Étude de Faisabilité d'Études Consommateurs d'Achat de Fruits et Légumes « Moches » dans un Supermarché Virtuel." Thesis, Ecole centrale de Nantes, 2018. http://www.theses.fr/2018ECDN0016/document.

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La grande distribution affiche une politique anti-gaspillage et a ainsi proposé dès 2014des Fruits et Légumes (F&amp;Ls) « moches » [109] à la vente. Mais ces ventes sont temporaires et locales,et ont des effets peu étudiés sur le comportement des consommateurs. Nous proposons ici d'étudier si un magasin virtuel immersif (dans lequel nous contrôlons les F&amp;Ls) peut être utilisé pour étudier le comportement des consommateurs confronté à des F&amp;Ls « moches ». Afin d'avoir assez de F&amp;Ls pour remplir le magasin virtuel, nous avons généré des F&amp;Ls d'apparences variables de manière sem
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Gylleus, Karl. "Perception of procedurally generated virtual buildings." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-229967.

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Due to the high amount of time it takes to manually design virtual buildings and cities it is often desired to automate the process. Procedural modeling is a way to achieve this by algorithmically generating buildings. By using inverse generation procedural descriptions of buildings can be extracted from a given model. When using a procedural generator to create a city some variance is needed during generation which might lead to unrealistic buildings if not handled correctly. This thesis investigates which features of buildings are most sensitive to change in regards to their realism. An inve
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Long, Harry. "Procedurally generated realistic virtual rural worlds." Master's thesis, University of Cape Town, 2016. http://hdl.handle.net/11427/20874.

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Manually creating virtual rural worlds is often a difficult and lengthy task for artists, as plant species selection, plant distributions and water networks must be deduced such that they realistically reflect the environment being modelled. As virtual worlds grow in size and complexity, climates vary on the terrain itself and a single ecosystem is no longer sufficient to realistically model all vegetation. Consequentially, the task is only becoming more difficult for these artists. Procedural methods are extensively used in computer graphics to partially or fully automate some tasks and take
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Madden, Neil. "Collaborative narrative generation in persistent virtual environments." Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10802/.

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This thesis describes a multi-agent approach to generating narrative based on the activities of participants in large-scale persistent virtual environments, such as massivelymultiplayer online role-playing games (MMORPGs). These environments provide diverse interactive experiences for large numbers of simultaneous participants. Involving such participants in an overarching narrative experience has presented challenges due to the difficulty of incorporating the individual actions of so many participants into a single coherent storyline. Various approaches have been adopted in an attempt to solv
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GAO, YING. "VIRTUAL TERRAIN GENERATION AND GPU BASED RENDERING." University of Cincinnati / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1148322986.

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Nakhal, Bilal. "Generation of communicative intentions for virtual agents in an intelligent virtual environment : application to virtual learning environment." Thesis, Brest, 2017. http://www.theses.fr/2017BRES0156/document.

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La réalité virtuelle joue un rôle majeur dans le développement de nouvelles technologies de l’éducation, et permet de développer des environnements virtuels pour l’apprentissage, dans lesquels, des agents virtuels intelligents jouent le rôle de tuteur. Ces agents sont censés aider les utilisateurs humains à apprendre et appliquer des procédures ayant des objectifs d’apprentissage prédéfini dans différents domaines. Nous travaillons sur la construction d’un système temps-réel capable d’entamer une interaction naturelle avec un utilisateur dans un Environnement d’Apprentissage Virtuel (EAV). Afi
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Stokes, Michael James. "Multimodal Behaviour Generation Frameworks in Virtual Heritage Applications : A Virtual Museum at Sverresborg." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9014.

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<p>This masters thesis proposes that multimodal behaviour generation frameworks are an appropriate way to increase the believability of animated characters in virtual heritage applications. To investigate this proposal, an existing virtual museum guide application developed by the author is extended by integrating the Behavioural Markup Language (BML), and the open-source BML realiser SmartBody. The architectural and implementation decisions involved in this process are catalogued and discussed. The integration of BML and SmartBody results in a dramatic improvement in the quality of charact
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Achenbach, Jascha [Verfasser]. "Generation of Virtual Humans for Virtual Reality, Medicine, and Domestic Assistance / Jascha Achenbach." Bielefeld : Universitätsbibliothek Bielefeld, 2019. http://d-nb.info/1189813068/34.

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Newman, Guy. "Characterisation of virtual power plants." Thesis, University of Manchester, 2010. https://www.research.manchester.ac.uk/portal/en/theses/characterisation-of-virtual-power-plants(5e647750-5a44-40f0-8a33-763361d3a50b).html.

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The growing number of micro generation devices in the electrical network is leading many to consider that these devices can no longer be considered as fit and forget, but should instead be considered as having a demonstrable network impact which should be predicted and utilised. One of the techniques for considering the impacts of these devices is the Virtual Power Plant (VPP). The VPP is the aggregation of all the Distributed Generation (DG) connected into the network up to and including the connection voltage of the VPP, such that the cumulative power up the voltage levels can be seen in the
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Trescak, Tomás. "Intelligent Generation and Control of Interactive Virtual Worlds." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/117675.

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Esta tesis aboga por el uso de los mundos virtuales como una tecnología de futuro en el dominio de los mundos virtuales serios, en particular en aplicaciones e-­‐* (e-­‐learning, e-­‐commerce, e-­‐ government) y en simulaciones sociales. En estas aplicaciones, el entorno virtual 3D está poblado por un gran número de habitantes que pueden ser humanos o avatares controlados por agentes virtuales inteligentes que se involucran en interacciones complejas con su entorno y con los demás participantes. Un problema importante que impide la adopción generalizada de la tecnología de mundos virtual
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Raghunathan, Rajiv. "Virtual qualification methodology for next-generation area-array packages." Thesis, Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/18849.

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Serbinski, Theodore Joseph. "Design of electronic experiments using computer generated virtual instruments." Thesis, Monterey, California. Naval Postgraduate School, 1994. http://hdl.handle.net/10945/28109.

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Approved for public release; distribution unlimited<br>The recent availability of low-cost computer controlled data acquisition systems have made it conceptually possible to replace much of the data recording and data analysis work associated with the classical electronics laboratory experiments required in a typical Electrical Engineering program. This thesis reports the results of a study focused on putting those concepts into practice. It is the first application of student laboratory Virtual Instruments at the school. Specifically, this thesis reports on the practicality of using a standar
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Nain, Delphine 1979. "An interactive virtual endoscopy tool with automotive path generation." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/87240.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2002.<br>Includes bibliographical references (leaves 106-109).<br>by Delphine Nain.<br>M.Eng.
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Fowler, Lee Everett. "A Virtual pilot algorithm for synthetic HUMS data generation." Thesis, Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54473.

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Regime recognition is an important tool used in creation of usage spectra and fatigue loads analysis. While a variety of regime recognition algorithms have been developed and deployed to date, verification and validation (V&V) of such algorithms is still a labor intensive process that is largely subjective. The current V&V process for regime recognition codes involves a comparison of scripted flight test data to regime recognition algorithm outputs. This is problematic because scripted flight test data is expensive to obtain, may not accurately match the maneuver script, and is often used t
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Friberg, Oscar. "Investigating urban perception using procedural street generation and virtual reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189450.

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As virtual reality and interaction possibilities in game technology evolve and become more user-friendly, accessible and cheaper, this technology suddenly gets useful in occupational areas that traditionally have not used them, one being urban planning. By using a game engine and a virtual neighborhood that utilizes procedural generation the user has the option of having a cost-effective, replicable environment with great control from the user.  According to the Broken Windows Theory small differences in appearance can have a big impact on how an urban neighborhood will be perceived. Therefore
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Zeng, Xin. "Generation of a 3D virtual environment based on story descriptions." Thesis, University of Wolverhampton, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.435666.

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Duboc, Jean-Remy. "Dynamic feedback generation in virtual patients using semantic web technologies." Thesis, University of Southampton, 2013. https://eprints.soton.ac.uk/355540/.

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Virtual patients are interactive tools commonly used by medical schools for teaching and learning, and as training tools for the development of clinical reasoning. The feedback delivered to students is a crucial feature in virtual patients. Personalised feedback, in particular, helps students to reflect on their mistakes and to organise their knowledge in order to use it appropriately in a clinical context. However, authoring personalised feedback in virtual patient systems can become a di�cult task, due to the large number of choices available to students and the complex implications of each
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Tran, Chinh Nguyen. "An automatic test generation system for testing virtual memory operations /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.

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Buron, Cyprien. "Interactive generation and rendering of massive models : a parallel procedural approach." Thesis, Bordeaux, 2014. http://www.theses.fr/2014BORD0014/document.

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Afin de créer des productions toujours plus réalistes, les industries du jeu vidéo et du cinéma cherchent à générer des environnements de plus en plus larges et complexes. Cependant, la modélisation manuelle des objets 3D dans de tels décors se révèle très coûteuse. A l’inverse, les méthodes de génération procédurale permettent de créer facilement une grande variété d’objets, tels que les plantes et les bâtiments. La modélisation par règles de grammaire offre un outil de haut niveau pour décrire ces objets, mais utiliser correctement ces règles s’avère très souvent compliqué. De plus, aucune s
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Ringqvist, David. "Perceptual evaluation of plausibility of virtual furniture layouts." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-229905.

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As realistic virtual environments become more important, it is interesting to examine procedural generation. In this work, plausibility of virtual furniture layouts was evaluated in a perceptual study comparing layouts by a professional human interior designer with layout variants rearranged by a C# algorithm. It attached related furniture sides at specified distances in groups. Rasterized furniture footprints were tested, and layouts without overlaps between furniture or their clearance areas were accepted. The algorithm was inspired by Germer and Schwarz (Computer Graphics Forum, 28(8), pp.
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Zhu, Lijia. "Example-based natural three-dimensional expression generation for virtual human faces." Thesis, University of Ottawa (Canada), 2006. http://hdl.handle.net/10393/27435.

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This thesis proposes a methodology which produces natural facial expressions for 3D human face models by making use of a databank. Firstly, guided by the specified feature point motions, an approach is introduced for generating facial expressions by blending the examples in an expression databank. The optimized blending weights are obtained implicitly by Genetic Algorithms (GA). Secondly, a consistent parameterization technique is shown to model the desired structured human face by processing the raw laser-scanned face data. Based on this technique, we construct a facial motion databank consis
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Kolhatkar, Shanat. "Real-Time Virtual Viewpoint Generation on the GPU for Scene Navigation." Thesis, University of Ottawa (Canada), 2010. http://hdl.handle.net/10393/28807.

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In this thesis we present a method for achieving real-time view interpolation in a virtual navigation application that uses a collection of pre-captured panoramic views as a representation of the environment. In this context, viewpoint interpolation is essential to achieve smooth and realistic viewpoint transition while the user is moving from one panorama to another. In this proposed approach, view interpolation is achieved by first computing the optical flow field between a pair of adjacent panoramas. This flow field can then be used by the view morphing algorithm to generate, on-the-fly, vi
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Moosa, Asaad. "Neural virtual immune system : a next generation web application security framework." Thesis, University of Reading, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.559257.

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The problem of zero-day attacks in web applications stands as one of the primary challenges against the development of the Internet technology. Solutions so far are not adequate at preventing attacks. The philosophical reasons behind this continuous failure are due to the reliance on out-dated methodologies that offer only signatures-based and anomaly detection solutions. In the last decade, a promising direction in security research utilises biologically inspired computing in which Artificial Immune Systems (AISs) were progressively investigated. Several AIS algorithms and frameworks were int
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Clark, Joseph Simon [Verfasser]. "Virtual Design of next-generation zinc-air batteries / Joseph Simon Clark." Ulm : Universität Ulm, 2019. http://d-nb.info/1200469976/34.

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Chochlidakis, Georgios. "Mobility-aware virtual network embedding techniques for next-generation mobile networks." Thesis, King's College London (University of London), 2018. https://kclpure.kcl.ac.uk/portal/en/theses/mobilityaware-virtual-network-embedding-techniques-for-nextgeneration-mobile-networks(174e714f-2a4a-447a-bcd5-d526170377fd).html.

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Network virtualisation has become one of the most prominent solutions for sus-tainability towards the dramatic increase of data demand in next-generation mobile networks. In addition, apart from increasing the overall infrastructure utilisation, it also greatly improves the manageability, the scalability and the robustness of the network. In order to allow multiple virtual networks to coexist in the same substrate network, the need for efficient network sharing techniques is imperative. The main purpose of this work is to provide a holistic optimization framework for vir-tual network embedding
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Williams, Jared Van. "Rocky: virtual sculpting as the basis for computer generated character development." Thesis, University of Iowa, 2012. https://ir.uiowa.edu/etd/3011.

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Human beings have two perfectly aligned eyeballs working together sending three-dimensional images to the brain and providing accurate depth perception. I lack true stereoscopic vision. When I was five years old I had my second eye surgery and I remember lying blind and terrified for two days in the children's ward of Reid Memorial Hospital in Richmond, Indiana. I later learned that my eyes didn't align properly and for the rest of my life my right eye would "wander". Because of my condition, I was given a list of jobs that I could never perform, jobs where human lives are entrusted to skilled
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Chard, Susan M. "Building a virtual classroom : an education environment for the internet generation." Thesis, Curtin University, 2011. http://hdl.handle.net/20.500.11937/491.

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This thesis examines the provision of learning environments that enable people to participate in high-quality learning experiences without physically travelling to classrooms and classes. New technologies enable the asynchronous web currently based on text, images, and video, to be extended to facilitate multi-channel synchronous communications. There is significant potential to enhance learning using the 3D worlds used for interactive gaming, populated by avatars representing the participants, and chat systems using text and audio channels. The purpose of this study was to investigate the dev
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Ertoptamis, Ozge. "Enhancing Creativity In The Concept Generation Phase: Implementation Of Black Box As A Tool For Analogical Reasoning." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/3/12608219/index.pdf.

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In recent years, the field of design has met new grounds with the growing awareness among design researchers of the potential relationships between cognitive studies of creativity and computational modeling. The turn of the studies has given rise to the emergence of a new paradigm of modeling and understanding mental processes in creative design. This study tries to gain further insight into the creative occurrence by blending virtual experiences with designer actions in a model of creative thinking in concept generation phase based on the Geneplore Model by Finke et al. (1995) and supported b
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Ketterer, Hoppe Javiera Ninel. "Metodología Básica para la Definición de la Ubicación Óptima de un Generador Virtual." Tesis, Universidad de Chile, 2009. http://www.repositorio.uchile.cl/handle/2250/103365.

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La energía eléctrica es un recurso necesario en la vida de todos, verificándose que la demanda energética de un país se encuentra, por lo general, correlacionada con su PIB. Lo anterior conlleva a la instalación o reposición de nuevas centrales de energía eléctrica y a la necesidad de aumentar la eficiencia del sistema. En este contexto se introducen las tecnologías de generación distribuida (GD), basadas en energía renovable. Estas tecnologías corresponden a centrales de mediana y pequeña escala, que se encuentran conectadas directamente a los sistemas de distribución. Pueden ser propiedad
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Lundkvist, Johanna. "Feasibility study of a VirtualPower Plant for Ludvika." Thesis, Uppsala universitet, Fasta tillståndets fysik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-201895.

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This thesis is a feasibility study of avirtual power plant (VPP) in centralSweden and part of a project withInnoEnergy Instinct and STRI. The VPPconsists of a wind park, small hydroplant as well as solar photovoltaic andenergy storage. The 50 kVsubtransmission network was modeled inorder to evaluate the network servicesthat could be provided by coordinatingexisting distributed energy resources inthe network. Simulations where performedusing measured hourly variations inproduction and consumption of allnetwork nodes. The studied networkservices included both reactive andactive power control.The
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Sjölie, Daniel. "Human brains and virtual realities : Computer-generated presence in theory and practice." Doctoral thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-68664.

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A combined view of the human brain and computer-generated virtual realities is motivated by recent developments in cognitive neuroscience and human-computer interaction (HCI). The emergence of new theories of human brain function, together with an increasing use of realistic human-computer interaction, give reason to believe that a better understanding of the relationship between human brains and virtual realities is both possible and valuable. The concept of “presence”, described as the subjective feeling of being in a place that feels real, can serve as a cornerstone concept in the developme
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44

Milius, Jeannette. "Generation and Implementation of Virtual Landscapes for an Augmented Reality HMI-Laboratory." Master's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-133307.

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Three dimensional visualisation achieves tremendous savings in time and costs during the design process. Due to these circumstances this methods are gaining in importance. For example improvement in performance and the product security or enabling the operative optimization of a production sequence. By the virtual testing it is possible to validate a product in the whole developing process and product lifecycle. The flight simulator ATILa at Airbus Defence and Space in Friedrichshafen uses these advantages for own products. ATILa is used to test intelligent assistance systems for helicopter pi
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Roos, Daniel, and Gustav Aaro. "A Toolset for Qualitative Dataset Generation of Virtual Reality Environment User Interaction." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148667.

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Virtual reality (VR) is a medium of human interaction which is becoming more popular by the day in today's technological advancements. The applications are being developed at the same rate as the technology itself and we have only seen the start of the possible benefits it could bring society. As the technology advances it will gain a lot of trust, and the potential use cases of virtual environments will be allowed to become more complex. Already today, they often involve network streaming components which often has very strict optimization requirements in order to be able to run in real-time
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Schoop, Eric, Claudia Lieske, and Helena Bukvova. "Virtual Collaborative Learning: Auf der Suche nach den Digital Natives." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-26206.

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Dieser Beitrag untersucht die These über die Existenz von Digital Natives. Die Vertreter dieser These postulieren, dass Studenten und Schüler durch den frühen Kontakt mit Informations- und Kommunikationstechnologien hinsichtlich ihres Lern-, Arbeits- und Kommunikationsverhaltens wesentlich verändert wurden. Um diese Aussage zu bewerten, werden Erfahrungen mit Virtual Collaborative Learning Veranstaltungen herangezogen. Die aktuellste durchgeführte Veranstaltung wird als Fallstudie vorgestellt und analysiert.
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Schramm, Jonathan. "Analysis of Third Person Cameras in Current Generation Action Games." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1903.

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The purpose of this project was to research the virtual camera systems used in current generation third person action games and to see what could be improved upon. To do this, different camera shots were categorized into camera archetypes, which also include post process and lens effects used. Information about the games was acquired by either looking through the game’s settings or by observing gameplay. Finally the results were compared to each other as well as the film industry and several improvements regarding usage of different features and camera shots were suggested.
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Satoh, Satoshi, Kenji Fujimoto, and Sang-Ho Hyon. "A framework for optimal gait generation via learning optimal control using virtual constraint." IEEE, 2008. http://hdl.handle.net/2237/12079.

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Walker, Alexander D. "The role of head movements in simulator sickness generated by a virtual environment." Connect to this title online, 2008. http://etd.lib.clemson.edu/documents/1211387072/.

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Ahmad, Bilal. "A component-based virtual engineering approach to PLC code generation for automation systems." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/16060.

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In recent years, the automotive industry has been significantly affected by a number of challenges driven by globalisation, economic fluctuations, environmental awareness and rapid technological developments. As a consequence, product lifecycles are shortening and customer demands are becoming more diverse. To survive in such a business environment, manufacturers are striving to find a costeffective solution for fast and efficient development and reconfiguration of manufacturing systems to satisfy the needs of changing markets without losses in production. Production systems within automotive
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